AD&D 2nd Edition
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Player’s Handbook (Published April 1989, First printing)

Chapter: 3 Player Character Classes — Warriors

Paladin

Player’s Handbook p. 27 Warriors — Paladin (April 1989) 🔗
A paladin using a holy sword projects a circle of power 30 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)Comment: The 30 feet diameter is corrected in both later printings and The Complete Paladins HandbookAttributes: 2E, Class, Paladin with Holy sword

Chapter: 3 Player Character Classes — Multi-Class and Dual-Class Characters

Dual-Class Benefits and Restrictions

Player’s Handbook p. 45 Multi-Class and Dual-Class Characters — Dual-Class Benefits and Restrictions (April 1989) 🔗
... There is no limit to the number of classes a character can acquire, as long as he has the ability scores and wants to make the change.Attributes: 2E, Class, Dual-class within group

Player’s Handbook Revised (Published April 1995, First Printing, May 2013)

Chapter: 1 Ability Scores — Strength

Player’s Handbook Revised p. 19-20 Ability Scores — Strength (April 1995) 🔗
Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 (one 20-sided die) during combat. A bonus (positive number) makes the opponent easier to hit; a penalty (negative number) makes him harder to hit.Comment: The DMG explicitly tells that this bonus is also included for hurled weapons and bows.Attributes: 2E, Bows and Strength

Player’s Handbook Revised p. 20 Ability Scores — Strength (April 1995) 🔗
Damage Adjustment also applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack (regardless of subtractions, a successful attack roll can never cause less than 1 point of damage). For example, a short sword normally causes 1d6 points of damage (a range of 1 to 6). An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage. The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user's Strength.Attributes: 2E, Bows and Strength

Chapter: 1 Ability Scores — Constitution

Player’s Handbook Revised p. 21 Ability Scores — Constitution (April 1995) 🔗
System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character retains consciousness in particularly difficult situations. For example, an evil wizard polymorphs his dim-witted hireling into a crow. The hireling, whose Constitution score is 13, has an 85% chance to survive the change. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.Attributes: 2E, Magical aging

Chapter: 1 Ability Scores — Intelligence

Player’s Handbook Revised p. 21 Ability Scores — Intelligence (April 1995) 🔗
Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells.Attributes: 2E, Int vs illusion, Invisibility

Chapter: 2 PC Races — Other Characteristics

Player’s Handbook Revised p. 32-33 PC Races — Other Characteristics (April 1995) 🔗
As a character ages, his ability scores are affected. Upon reaching one-half of his base maximum age (45 for a human), the character loses 1 point of Strength (or half of his exceptional Strength rating) and 1 point of Constitution, but gains 1 point each of Intelligence and Wisdom. At two-thirds of his base maximum age (60 for a human), the character loses 2 more points of Strength (or all his exceptional Strength and 1 point more), 2 points of Dexterity, and 1 more point of Constitution, but he gains 1 point of Wisdom. Upon reaching the base maximum age, the character loses 1 more point from each of Strength, Dexterity, and Constitution, while gaining 1 more point in both Intelligence and Wisdom. All aging adjustments are cumulative. See Table 12 for a summary of these effects.Attributes: 2E, Magical aging

Player’s Handbook Revised p. 33 PC Races — Other Characteristics (April 1995) 🔗
There may be times when a magical device or spell adds years to or subtracts years from a player character's life. This magical aging can have two different effects. Some magical aging physically affects the character. For example, a haste spell ages those it affects by one year. This aging is added directly to the player character's current age. He physically acquires the appearance of himself one year older (a few more wrinkles, etc.). Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence—these are a function of the passage of game time—but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging. These are breakdowns of the body's systems. Physical age can also be removed in the same manner. Some potions give years back to the character. In this case, the physical appearance of the character is restored. The character can regain lost vigor (Str, Dex, and Con) as his body is renewed but he does not lose any of the benefits of aging (Wis and Int).Attributes: 2E, Magical aging

Chapter: 3 Player Character Classes — Warriors

Paladin

Player’s Handbook Revised p. 39 Warriors — Paladin (April 1995) 🔗
A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)Attributes: 2E, Class, Paladin with Holy sword

Chapter: 3 Player Character Classes — Wizard

Player’s Handbook Revised p. 42 Player Character Classes — Wizard (April 1995) 🔗
Wizards cannot wear any armor, for several reasons. Firstly, most spells require complicated gestures and odd posturings by the caster and armor restricts the wearer's ability to do these properly. Secondly, the wizard spent his youth (and will spend most of his life) learning arcane languages, poring through old books, and practicing his spells. This leaves no time for learning other things (like how to wear armor properly and use it effectively). If the wizard had spent his time learning about armor, he would not have even the meager skills and powers he begins with. There are even unfounded theories that claim the materials in most armors disrupt the delicate fabric of a spell as it gathers energy; the two cannot exist side by side in harmony. While this idea is popular with the common people, true wizards know this is simply not true. If it were, how would they ever be able to cast spells requiring iron braziers or metal bowls?Attributes: 2E, Class, Wizard in metal armor, Wizard in Elven chain mail

Chapter: 3 Player Character Classes — Multi-Class and Dual-Class Characters

Multi-Class Benefits and Restrictions

Player’s Handbook Revised p. 62 Multi-Class and Dual-Class Characters — Multi-Class Benefits and Restrictions (April 1995) 🔗
Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted. Elves wearing elven chain can cast spells in armor, as magic is part of the nature of elves. However, elven chain is extremely rare and can never be purchased. It must be given, found, or won.Attributes: 2E, Class, Wizard in metal armor, Wizard in Elven chain mail

Dual-Class Benefits and Restrictions

Player’s Handbook Revised p. 62 Multi-Class and Dual-Class Characters — Dual-Class Benefits and Restrictions (April 1995) 🔗
... A character can acquire up to four classes, one from each group, as long as he has the ability scores and wants to make the change.Attributes: 2E, Class, Dual-class within group

Chapter: 5 Proficiencies — Nonweapon Proficiencies

Nonweapon Proficiency Descriptions

Player’s Handbook Revised p. 80 Nonweapon Proficiencies — Nonweapon Proficiency Descriptions (April 1995) 🔗
Bowyer/Fletcher: This character can make bows and arrows of the types given in Table 44.
 ...
Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.
Attributes: 2E, Weapon, Bows and Strength

Chapter: 6 Money and Equipment — Equipment Descriptions

Weapons

Player’s Handbook Revised p. 96 Equipment Descriptions — Weapons (April 1995) 🔗
Bows: Bows come in various shapes and sizes. The power of a bow is measured by its pull. The greater the pull, the more Strength needed to work the bow. Thus, it is possible for characters to have bows that grant them damage bonuses for high Strength (it is assumed the character has chosen a bow that has a greater pull). Likewise, characters with low Strengths suffer their usual penalties when using a bow (they are forced to use weaker bows or simply cannot draw back as far). The pull of a bow seldom prevents a character from using the weapon, only from gaining the full effect. The true test of a character's Strength comes in stringing a bow—the bow of a strong hero may simply be unstringable by a lesser man (as was Odysseus's).
 Heavier pull bows are not normally any more expensive than standard bows. The exceptions to this are those bows that enable the fighter to gain bonuses for exceptional Strength (18/01 or greater). These bows must be custom crafted and cost three to five times the normal price. These bows are also difficult to string or use effectively for those without exceptional Strength. These characters must roll a successful bend bars/lift gates roll to string or use such weapons (again, think of the test of the suitors in Odysseus's household).
Attributes: 2E, Weapon, Bows and Strength

Appendix: 2 Notes on Spells —

Player’s Handbook Revised p. 168 Notes on Spells — (April 1995) 🔗
Range: This lists the distance from the caster at which the spell effect occurs or begins. A “0” indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. “Touch” means the caster can use the spell on others if he can physically touch them. Unless otherwise specified, all other spells are centered on a point visible to the caster and within the range of the spell. The point can be a creature or object if desired. In general, a spell that affects a limited number of creatures within an area affects those closest to the center first, unless there are other parameters operating (such as level or Hit Dice). Spells can be cast through narrow openings only if both the caster's vision and the spell energy can be directed simultaneously through the opening. A wizard standing behind an arrow slit can cast through it; sending a fireball through a small peephole he is peering through is another matter.Attributes: 2E, Spell, Blindness, Touch spells

Appendix: 3 Wizard Spells — Eighth-Level Spells

Permanency

Player’s Handbook Revised p. 242 Eighth-Level Spells — Permanency (April 1995) 🔗
Permanency
(Alteration)
Range: Special Components: V, S
Duration: Permanent Casting Time: 2 rds
Area of Effect: Special Saving Throw: None

 This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:
comprehend languages protection from evil
detect evil protection from normal missiles read magic
detect invisibility read magic
detect magic tongues
infravision unseen servant
protection from cantrips

 The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.
 In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:
enlarge prismaticsphere
fear stinkingcloud
gust of wind wall of fire
invisibility wall of force
magic mouth web

 Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
alarm wall of fire
audible glamer distance distortion
dancing lights teleport
solid fog

 These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.
 The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM's option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.
 The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
Attributes: 2E, Spell, Dispel Magic

Dungeon Master Guide Revised (Published April 1995, First Printing, May 2013)

Chapter: 9 Combat — Missile Weapons in Combat

Ability Modifiers in Missile Combat

Dungeon Master Guide Revised p. 87 Missile Weapons in Combat — Ability Modifiers in Missile Combat (April 1995) 🔗
Attack roll and damage modifiers for Strength are always used when an attack is made with a hurled weapon. Here the power of the character’s arm is a significant factor in the effectiveness of the attack.
 When using a bow, the attack roll and damage Strength modifiers apply only if the character has a properly prepared bow (see Chapter 6 in the Player's Handbook). Characters never receive Strength bonuses when using crossbows or similar mechanical devices.
 Dexterity modifiers to the attack roll are applied when making a missile attack with a hand-held weapon. Thus, a character adds his Dexterity modifier when using a bow, crossbow, or axe but not when firing a trebuchet or other siege engine.
Attributes: 2E, Bows and Strength

Chapter: 9 Combat — Special Attacks

Attacking with Charmed Creatures

Dungeon Master Guide Revised p. 89-90 Special Attacks — Attacking with Charmed Creatures (April 1995) 🔗
There may be times when charmed creatures, perhaps even party members, will be compelled to fight their companions. When this happens, remember that the creature, NPC, or player character no longer has control over his decisions.
 If a charmed player character is compelled to attack his friends, he must do so in an effective manner. Grappling or punching is not acceptable if the character possesses a better method. At the same time, the charmed character need use only those abilities that are obvious to his new (and, one hopes, temporary) master.
 Thus, if a charmed fighter with a sword at his side is carrying a javelin of lightning, he fights with his sword unless specifically commanded to do otherwise. The master in this case could not command him to use the javelin of lightning unless he had some way of knowing the fighter carried one.
 Similarly, a wizard's master must know which spells his charmed spellcaster possesses, and which he has memorized. This is most commonly learned simply by asking. However, due to the charmed fellow's befuddled state, there is a 25 percent chance that he will unwittingly cast a spell harmful to himself and his master. Relying on charmed spellcasters can be a very risky business.

Limits on Charmed Creatures
 A charmed creature has two critical limitations on its actions. First, it cannot carry out commands requiring individual initiative. The master cannot say, "Fight with your most powerful magical item!" since this requires judgment on the part of the charmed character. Second, the charmed creature won't obey any command that would obviously lead to selfdestruction. Since combat is composed of many different variables, fighting in itself is not clearly self-destructive, even against hopeless-seeming odds.

Degrees of Charm
 There are two degrees of charm power in the AD&D game, that of monsters and that of characters.
 The charm power of monsters, such as vampires, makes verbal communication unnecessary. The charmed creature understands the monster's desires through mental command. A character charmed by this power obeys the commands of his master totally, at least within the limits of his ability and the guidelines above.
 The charm power of characters is more limited. The master must have some method of making himself understood to the charmed creature, preferably by speaking the same language. Otherwise, charmed creatures can attempt to follow their master's hand gestures. This can be a useful and entertaining spur to role-playing.
Attributes: 2E, Charm

Chapter: 11 Encounters — Surprise

Dungeon Master Guide Revised p. 139-140 Encounters — Surprise (April 1995) 🔗
Before an encounter begins, a check for surprise may be necessary. Given the right conditions, it is possible for either side in an encounter to surprise the other. In essence, the encounter is just as random for the monsters as it is for the player characters.
 As noted in the Player's Handbook, surprise is not always assured nor is the check always necessary. Light, excessive noise, and other types of prior warning can cancel the need for the check. Surprise isn't usually possible when no form of concealment is possible (as in the case of two ships at sea), though darkness, storms, and the like do act as concealment.
 In some cases, one side may be able to surprise the other without the other group having the same opportunity. This is particularly true when the player characters are using lanterns or torches and the monsters are not. Seeing the light, the monsters can try to sneak closer and get the jump on the player characters.
 When making a surprise roll, there are many factors that can increase or decrease the chance of surprise. Some of these are very exotic or very particular to a situation, but others can be anticipated. The more common modifiers are listed on Table 57. By comparing other situations to these modifiers, the DM has a guideline for making appropriate adjustments.
Table 57:
Surprise Modifiers
Other Party is: Group's
Modifier
  Silenced -2
  Invisible -2
  Distinctive odor
  (smoke, powerful stench, etc.)
+2
  Every 10 members +1
  Camouflaged -1 to -3
PC Party is:
  Fleeing -2
  In poor light -1
  In darkness -4
  Panicked -2
  Anticipating attack* +2
  Suspicious* +2
Conditions are:
  Rainy -1
  Heavy fog -2
  Extremely still +2

 * A party anticipates attack when they have good cause to suspect immediate danger and know the likely general direction of an attack. A suspicious party is one that has grounds to believe another group might try to make a hostile move against them.
Attributes: 2E, Silence, Invisibility, Blindness, Deafness

Chapter: 13 Vision and Light — Darkness

Dungeon Master Guide Revised p. 160-161 Vision and Light — Darkness (April 1995) 🔗
Sooner or later characters wind up blundering around in the dark. Normally they try to avoid this, but clever DMs and foolish players generally manage to bring it about. Perhaps the kobolds captured the player characters and stripped them of all their gear; perhaps the characters forgot to bring enough torches. Whatever the reason, those without infravision suffer both physical and psychological effects in the dark.
 For the purposes of this discussion, "darkness" means any time the characters suffer from limited visibility. Thus, the rules given here apply equally well when the characters are affected by a darkness spell, blundering about in pea-soup fog, out on a moonless night, or even blindfolded.
 Since one can't see anything in the dark, the safe movement rate of blinded characters is immediately slowed by ⅓ the normal amount. Faster movement requires a Dexterity check (see Chapter 14: Time and Movement). Characters also suffer a –4 penalty to attack rolls and saving throws. Their Armor Class is four worse than normal (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. However, darkness is not always absolute, and those DMs who wish to make distinctions between various levels of darkness can use Table 72.
 The blindfighting proficiency can lessen the effects of fighting in darkness as explained in the proficiency description in the Player's Handbook.
Table 72:
Optional Degrees of Darkness
Condition Attack Roll
Penalty
Damage
Bonus
Saving
Throw
AC
Penalty
Moonlight (Moderate fog) -1 Normal -1* -0
Starlight (No moon or dense fog) -3 Normal -3* -2
Total darkness (Spell, unlit dungeon or cave) -4 Negated -4 -4

 * The saving throw modifier applies only to saving throws involving dodging and evasion in these cases.
Attributes: 2E, Blindness

Chapter: 13 Vision and Light — Invisibility

Dungeon Master Guide Revised p. 161 Vision and Light — Invisibility (April 1995) 🔗
Invisibility is a highly useful tool for both player characters and DMs. Handled well, it can create surprises and unexpected encounters. However, invisibility requires careful judgment on the part of the DM, lest situations occur that could unbalance a scenario or campaign.
 First, an invisible creature is invisible to everyone, including itself. This is normally not a great difficulty; most creatures are aware of their own bodies and don't need to see their feet to walk, etc. However, when attempting detailed actions (for example, picking a lock or threading a needle), invisible characters have serious problems, suffering a –3 (or –15%) penalty to their chance of success. This does not apply to spellcasting.
 Second, invisible characters are invisible to friend and foe. Unless care is exercised, it is easy for a visible person to blunder into an invisible companion. Imagine a fighter swinging his sword just as he realizes he doesn't know where good old invisible Merin is standing! The problem is even worse with a group of invisible characters—characters crash and tumble (invisibly) into one another, all because nobody can see anybody. It would be like having a roomful of people play pin-the-tail-on-the-donkey all at once!
Attributes: 2E, Invisibility

Detecting Invisible Creatures

Dungeon Master Guide Revised p. 161 Invisibility — Detecting Invisible Creatures (April 1995) 🔗
Invisible creatures and things are not detectable by normal sight or by infravision. They do not create any significant distortion or haze pattern that can be noted. However, invisible creatures aren't completely undetectable. First, things still cling to them. Flour thrown into the air is useful for this purpose, although it can be easily covered, washed off, or brushed away. Second, they do not leave invisible footprints. Again, flour on the floor is a good way to spot the movement of invisible creatures.
 The effects of specific environments are more subtle. Fog and smoke do not reveal invisible creatures. Smoke and fog are filled with swirls and eddies, preventing the creature from being detected. Invisible creatures completely submerged in liquids are also concealed; there is no hollow space or "air bubble" to reveal the creature's presence. At the surface, an invisible swimmer may be noticed by the observant as an unusual distortion of the waves.
 Invisible creatures are not automatically silent. An invisible fighter in plate mail still clanks and rattles as he moves, a dead giveaway to most creatures. They still have scent, so creatures with keen noses can smell them. Indeed, blind, or nearly blind, creatures are unaffected by invisibility.
 A detect magic shows only the presence of something magical without pinpointing it exactly. Thus, it cannot be used as a substitute for a detect invisible spell. Furthermore, while an actual light source may be invisible, the light emanating from it is not. This can reveal the location of an invisible character.
 When the DM thinks there is minor but sufficient cause for a creature to detect an invisible character, a saving throw vs. spell should be made (secretly if the DM is checking for a player character). A minor cause might be a strange odor, small noise, an object that disappeared when it shouldn't have, or a strange reaction from another person (who has been pushed, kicked, poked, etc., by the invisible character). Such a saving throw should be allowed for each new event. A wolf would get a save when it detected a strange scent, then shortly after when it heard a stick break, and finally a last chance when the character drew his sword from his scabbard. Furthermore, the acuity of the creature's senses and its general intelligence can increase or decrease the frequency of checks, at the DM's discretion.
 If the suspicious creature or character rolls a successful saving throw, he detects some small sign of the invisible foe's presence. He knows its general location, but not its exact position. He can attack it with a –4 penalty on his chance to hit. If the check fails, the creature or character is unaware of the invisible opponent until it does something else that might reveal its presence.
 Of course, a revealing action (which could range from an attack to tripping over a pile of pots) immediately negates the need for a saving throw. In such cases, the character has a pretty good idea that something is not right and can take actions to deal with the situation.
 Finally, even if an invisible character is suspected, this does not mean the character will be instantly attacked. The result, especially for less intelligent creatures, may only be increased caution. Having scented the intruder, the wolf bristles and growls, protecting its cubs. The rattlesnake will give its warning rattle. Even the orcs may only circle about warily, alert for an ambush.
Attributes: 2E, Invisibility, Int vs illusion

Appendix: 3 Magical Item Descriptions — Armor and Shields

Dungeon Master Guide Revised p. 240 Magical Item Descriptions — Armor and Shields (April 1995) 🔗
In this section, you will find descriptions of some very special kinds of armor and shields. Before adding these to your campaign, however, be sure you are fully familiar with the armor gradation system:
 For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 ... to 1 ... to 0, –1, –2, and so on). A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward –1, –2, etc. Note, however, that Armor Class can never be improved beyond –10.
 Thus, chain mail +1 is like ordinary chain mail (AC 5), but one category better (AC 4). A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).
 When adding magical armor to the game, be aware of sizing problems: 65% of all armor (except elven chain mail) is man-sized, and 20% is elf-sized, 10% is dwarf-sized, and but 5% gnome- or halfling-sized. (Elven chain mail sizing is determined by the table found below.)
Attributes: 2E, Magic item size

Dungeon Master Guide Revised p. 241 Magical Item Descriptions — Armor and Shields (April 1995) 🔗
Elven Chain Mail: This is magical armor so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even bards and thieves to use it with few restrictions (see Chapter 3 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf. Roll percentile dice and consult the following table to ascertain what size character elven chain mail will fit:
DMG p. 241 about Elven Chain Mail:
D100 Roll Size of Elven Chain Mail
01–10 gnome/halfling (hairfoot)
11–15 dwarf/halfling (Stout or Tallfellow)
16–80 gnome/halfling (hairfoot)
81–95 man-sized, normal (up to 6 feet, 200 lbs.)
96–100 man-sized, large (up to 6½ feet, 250 lbs.)
Attributes: 2E, Magic item size, Wizard in Elven chain mail

Appendix: 3 Magical Item Descriptions — Magical Weapons

List of Magical Weapons

Dungeon Master Guide Revised p. 245 Magical Weapons — List of Magical Weapons (April 1995) 🔗
Sword, +5 Holy Avenger: In the hands of any character other than a paladin, this holy sword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.Attributes: 2E, Paladin with Holy sword

Arms and Equipment Guide (Published July 1991, Fifth Printing: January 1994)

Chapter: 3 Weapons — Bow

Composite Bows

Arms and Equipment Guide p. 59 Bow — Composite Bows (July 1991) 🔗
An adventurer who wishes to gain a damage bonus from high Strength when wielding a bow must purchase specially crafted bows. Such a bow costs the normal price for a bow plus the normal price again for every bonus point desired. Thus, a warrior with 17 Strength who wants a long bow (base cost 75 gp) that gives him his +1 bonus to damage rolls would have to pay a total of 150 gp. The same fighter with 18/00 Strength (+6 bonus to damage) would pay 525 gp. These bows can be strung and drawn only by characters of that Strength or higher. Others attempting this must make a successful bend bars/lift gates roll.Comment: This pricing scheme matches Sage Advice #141, but no the 2E PHB which only starts adding the price when you reach exceptional strength.
 Note how the bow in the example is a regular long bow and not a composite bow, which is confusing as the description is written under the composite bow heading. This is in contrast to Sage Advice #272 that states the A&GE requires a composite bow.
Attributes: 2E, Weapon, Bows and Strength

The Complete Wizard’s Handbook (Published June 1990, 10th printing, March 1996)

Chapter: 7 Advanced Procedures — Spell Commentary

Part of the fun of playing a wizard is developing new applications for spells through experimentation and improvisation. However, the creative use of many spells may not be immediately obvious. If a wizard always uses his spells in the same old ways, he is not taking full advantage of them.
 The following list features some unusual applications for a variety of spells from all levels. Players can also use these suggestions for inspiration when inventing new uses for other spells in their arsenals. Additionally, clarifications of several of the game's more esoteric spells are provided, which can be used by the DM to help adjudicate their effects.

1st Level

The Complete Wizard’s Handbook p. 83 Spell Commentary — 1st Level (June 1990) 🔗
Cantrip
 The simple effects created by cantrips have unlimited potential in the hands of a clever caster. Some examples:
 • A wizard is resting in an inn when he is awakened by the sound of a burglar entering through the window. The wizard casts cantrip to create wracking moans and cries emanating from inside a closet. Believing the room to be haunted, the terrified burglar may flee.
 • A wizard is searching a dark castle when he discovers a dusty book lying on a desk. He remembers that similar books were trapped to explode in a ball of fire when touched; such books were marked with a skull on the front cover. The wizard casts cantrip, creating a small breeze to blow the dust away from the book, revealing the skull on the cover.
 • A wizard traveling through a jungle is accosted by a band of cannibals. The wizard casts cantrip to create a puff of colored smoke. The intimidated cannibals, suspecting that the wizard wields powerful magic, decide to leave him alone.
 • The companion of a wizard is about to engage a dangerous opponent in a duel. The wizard casts cantrip to cause a slight itch on the opponent's face. The opponent is distracted, giving the wizard's companion a momentary advantage.
 • A menacing warrior stands before the party. The wizard casts cantrip to create a banana peel in front of the warrior. The warrior takes one step and falls on his face.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 83 Spell Commentary — 1st Level (June 1990) 🔗
Enlarge
 Much is made in the spell description in the Player's Handbook of changing the size of creatures, but wizards often overlook the usefulness of enlarge to change the size of objects. For instance, if the party is being pursued through a narrow passage or hallway, casting enlarge on a stone or other object behind the party can effectively block the passage and prevent the enemy's advancement. Similarly, if the party is faced with a locked or stuck door, the reverse spell, reduce, might be able to shrink the door just enough to allow the party to get through.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 83 Spell Commentary — 1st Level (June 1990) 🔗
Mending
 In addition to the uses for mending listed in the spell description, this spell can also be used to repair a leaky boat, a torn document, a broken wagon axle, or a cut rope (but it won't link the ends of two different ropes to make a single rope).
Attributes: 2E, Spell

2nd Level

The Complete Wizard’s Handbook p. 83 Spell Commentary — 2nd Level (June 1990) 🔗
Invisibility
 Wizards should keep in mind that invisibility is an illusion, a condition of artificial reality—it's not an enchantment that causes the caster (or creature of the caster's choice) to literally disappear. As such, invisibility is subject to all of the advantages and limitations of illusionary magic. Following are the most pertinent points:
 • The invisible character can always see himself; in effect, he automatically disbelieves the illusion.
 • The caster cannot tell with certainty which observers have successfully disbelieved his illusion of invisibility; he can only be sure by observing their reactions.
 • All objects on the invisible subject's person are also invisible. However, the DM might wish to impose limitations, since it might not make sense for a 30-foot pole carried by an invisible character to also be entirely invisible. The DM might assume, for instance, that the illusion extends to a 1-foot or 2-foot radius around the affected subject; hence, all objects in contact with the subject that are within this area are also invisible. If such a limitation is imposed, then an object extending beyond this range (such as the 30-foot pole) is entirely visible; partially invisible objects aren't allowed.
 • Not every creature with fewer than 10 Hit Dice is excluded from noticing an invisible character. Creatures with excellent hearing or those with a sensitive sense of smell have a chance of detecting an invisible character. The DM should take such heightened senses into account when determining which creatures are allowed saving throws.
 • Opponents do not automatically get a chance to detect the presence of an invisible creature. They must first have reason to believe an invisible creature is among them. For instance, a creature might have abruptly disappeared, or the opponents might hear a mysterious sound or notice footprints in soft ground. If one opponent successfully sees an invisible creature, he can alert his companions to the creature's presence, at which time they are allowed saving throws to detect the creatures if they haven't made such throws already. (For more about the limits of illusions, see the "More About Adjudicating Illusions" section that follows.)
Comment: The first paragraph about the character being able to see himself is wrong as stated directly in Sage Advice #206.
 The fourth paragraph about creatures with fewer than 10 hit dice, matches the DMG description of a wolf using its superior sense of smell and hearing to notice a invisible character.
 The fifth paragraph about opponents not automatically getting a chance to detect also matches the DMG.
Attributes: 2E, Spell, Invisibility

The Complete Wizard’s Handbook p. 83-84 Spell Commentary — 2nd Level (June 1990) 🔗
Misdirection
 This spell can be used to misdirect the results of non-weapon proficiencies that impart knowledge. Examples of non-weapon proficiencies affected by misdirection include Ancient History, Animal Lore, Appraising, Astrology, Direction Sense, and Herbalism. If the subject of misdirection fails his saving throw, he receives incorrect information from the use of his proficiency. For instance, misdirected Animal Lore will convince the subject that a vicious creature is harmless, while misdirected Appraising will convince him that a valuable gem is worthless.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84 Spell Commentary — 2nd Level (June 1990) 🔗
Web
 This spell can be used as a makeshift net to prevent damage to falling characters, assuming there are suitable projections or surfaces available to anchor the web. A web of at least 5 feet of thickness protects a falling character from damage regardless of the height from which he falls.
Attributes: 2E, Spell

3rd Level

The Complete Wizard’s Handbook p. 84 Spell Commentary — 3rd Level (June 1990) 🔗
Hold Person
 The name of this spell should not be taken literally. Hold person makes its victims rigid—if they're falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air. (However, see the hold monster entry below.)
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84 Spell Commentary — 3rd Level (June 1990) 🔗
Item
 Use this spell on a weapon if the party is on the verge of being captured. In its cloth-like state, the shrunken weapon can be concealed up the caster's sleeve or it can be tucked underneath his belt or in his trousers. The wizard can later use the enlarged weapon to surprise his captors or, if the wizard's hands are bound, he may be able to use the weapon to cut himself free. Similarly, the spell can be used to conceal a grappling hook or a thief's pick. (The wizard should be careful where he hides a shrunken weapon; if a shrunken long sword is tucked inside his pants and is enlarged before it is removed, the result could be extremely painful.)
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84 Spell Commentary — 3rd Level (June 1990) 🔗
Melf's Minute Meteors
 One of the most frequently overlooked functions of Melf's minute meteors (or any flame-producing spell, such as fireball) is its ability to ignite combustible materials. In the right situations, this ability is capable of producing a startling amount of damage, rivaling and often exceeding the damage caused by spells of much higher levels.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84 Spell Commentary — 3rd Level (June 1990) 🔗
Tongues
 This spell can be quite useful to the wizard for discreetly communicating with other characters, but only if he understands exactly how it works. Tongues acts as a selective translator, not as a universal translator—that is, not everyone in the spell's area of effect understands the translated language.
 For instance, imagine that a wizard can speak only common. All other members of his party also speak only common. The party encounters a group of two dwarves and one gnome; the dwarves speak only dwarvish, the gnome speaks only gnomish. The wizard casts tongues and speaks to the gnome; the gnome automatically understands what the wizard says, but the dwarves and the other party members do not—as far as they can tell, the wizard is speaking gnomish. Assuming the wizard is of sufficiently high level (he can speak one additional tongue for every three levels of experience) and the spell's duration has not yet expired, he can also address the dwarves. Both dwarves will understand the wizard, but the gnome and the rest of the party will not.
 If a dwarf and a gnome begin chattering at the wizard at the same time, and the wizard is of sufficiently high level and the spell's duration hasn't expired, the wizard can understand them both. The other party members, however, will hear nothing but babble.
Attributes: 2E, Spell

4th Level

The Complete Wizard’s Handbook p. 84 Spell Commentary — 4th Level (June 1990) 🔗
Dig
 This is a very helpful spell when dealing with large, uncontrollable fires that are spreading in a field or other open area. To stop the advance of a spreading fire, dig can be used to create a firebreak—a ditch of broken soil devoid of combustible material. A fire reaching a firebreak will stop advancing, eventually burning itself out.
 If the fire is too large to stop, the wizard can protect himself and his companions by using dig to surround themselves with a firebreak and remain inside it while the fire rages around them. The wizard must take care to make the firebreak large enough to protect himself and his companions from heat damage, which typically affects those within 5 feet of the flames.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84 Spell Commentary — 4th Level (June 1990) 🔗
Fumble
 This spell can cause a lot of grief to opponents in precarious positions. Fumble cast on a character clinging to the side of a cliff might cause him to fall. If cast on a character moving hand over hand across a rope bridge, the character might lose his grip and fall. If such a character fails his saving throw, he plunges from the cliff or releases the rope. If he succeeds in his saving throw, he hesitates, but doesn't fall.
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 84-85 Spell Commentary — 4th Level (June 1990) 🔗
Otiluke's Resilient Sphere
 The sphere is an intact bubble filled with air. Therefore, a creature or object enclosed in the sphere will bob like a cork on the surface of an ocean or other body of water.
 If the sphere contains more weight than air, the sphere will gradually sink, but it could be pushed or carried by water-breathing creatures with sufficient strength.
 If a water-breathing character wants to explore a dark, underwater cavern, the sphere could be cast around a burning fire. The protected fire could then be carried underwater and would continue to burn until the air supply in the sphere was exhausted. (The carrier should take precautions to prevent being burned—in most cases, heavy gloves would probably do the trick).
Attributes: 2E, Spell

5th Level

The Complete Wizard’s Handbook p. 85 Spell Commentary — 5th Level (June 1990) 🔗
Hold Monster
 Since this spell immobilizes victims and prevents them from moving under their own power, it is a very effective way to bring down flying creatures. Hold monster cast on a creature hovering overhead will not only cause it to fall to the ground, it also might suffer a significant amount of damage when it hits (1d6 hit points of damage per every 10 feet fallen).
Attributes: 2E, Spell

The Complete Wizard’s Handbook p. 85 Spell Commentary — 5th Level (June 1990) 🔗
Telekinesis
 This spell can be used to scoop up slimes, jellies, and other semiliquid creatures in jugs or similar containers. If the containers are sealed, telekinesis can be used to position the containers over an opponent's head, then tipped to dump their contents. Such containers could also be filled with poison, acid, or other damaging substances.
Attributes: 2E, Spell

7th Level

The Complete Wizard’s Handbook p. 85 Spell Commentary — 7th Level (June 1990) 🔗
Limited Wish
 As with wish (see the discussion below), the DM should decide the limitations of limited wish before his wizards have an opportunity to use it, preferably before the campaign begins. Here are some suggestions for what a limited wish can accomplish. The DM is free to alter these suggestions as he sees fit.
 • A limited wish can heal damage for the caster or any single character of the caster's choice. A good range is 20-35 hit points (5d4 + 15) of healing. If a limited wish is used to heal damage in this way, it cannot be used to restore life; that is, it cannot affect any creature who has been reduced to 0 hit points.
 • A limited wish can temporarily restore life to any creature or person who was reduced to 0 hit points or less within the previous 24 hours. The limited wish restores the subject to exactly 1 hit point. Success is not automatic; the subject is required to make a resurrection survival check. However, the effect lasts for only a limited time (1-4 hours is a good range). At the end of this time, the creature reverts to the number of hit points he had before the limited wish was cast (0 hit points or less).
 • A limited wish can inflict damage on any single character. A good range is 20-40 (5d4 + 15) hit points of damage. The victim can save vs. spell for half damage.
 • A limited wish can duplicate the effects of any spell of 7th-level of less.
 • A limited wish can change the outcome of any action the wizard took within the past 24 hours, as long as the change is reasonably minor. For instance, the wizard could wish to search the body of an opponent he defeated earlier that day, but he could not wish to single-handedly have fought and defeated an entire army.
 All of the general restrictions that apply to wish (see below) also apply to limited wish. The suggestions regarding the selection of appropriate durations, casting times, and areas of effect also apply.
Attributes: 2E, Spell

8th Level

The Complete Wizard’s Handbook p. 85 Spell Commentary — 8th Level (June 1990) 🔗
Sink
 This spell is a terrific way to help a character who is on the verge of falling off the edge of a cliff or losing his grip when hanging from the edge of a building. While the subject clings to the cliff, the wizard casts sink. If the spell is successfully cast, the subject becomes stuck to the cliff and won't fall. However, the spell expires in four turns, at which time the subject risks falling.
Attributes: 2E, Spell

9th Level

The Complete Wizard’s Handbook p. 85-86 Spell Commentary — 9th Level (June 1990) 🔗
Wish
 Since it can theoretically have any effect, no spell is more difficult for the DM to adjudicate than wish. The DM can save himself a lot of headaches if he decides the limits of wish before his campaign begins.
 The DM is not obligated to discuss the ramifications of wishes with his players before a campaign begins. In fairness, however, he should be willing to give his players a general idea of his approach. While it is impossible to anticipate every conceivable use of a wish, there are a few key areas the DM should consider:
 • How far can a wish move a character from one place to another? How many characters or creatures can be affected? Must the conjurer have firsthand knowledge of the destination?
 • What types of items can a wish create? How much treasure? Are such creations permanent?
 • How many creatures can a single wish bring back to life?
 • How many creatures can a single wish destroy? Could a wish automatically destroy, for instance, a 20th-level wizard? How about a dragon? Are there alternatives to eliminating creatures other than wishing them dead?
 Following are some guidelines for what wishes can accomplish. As always, the DM is free to alter these suggestions in any way he sees fit. Suggestions noted with an asterisk ( * ) typically require a penalty for the caster. The nature of the penalty is up to the DM; possibilities include 2d4 days of bed rest, a temporary loss of 1-4 Strength points, a permanent loss of 1 Constitution point, damage of 2d10 hit points, or any combination of these penalties.

 • A wish can create a random amount of treasure for the caster. A good range is 1,000 - 10,000 gp (1d10 x 1,000). The treasure can include gold pieces, jewelry, gems, items, or any combination desired by the caster within the randomly determined monetary value. Magical items are excluded (they require a separate wish).
 • A wish can heal damage for the caster, his companions, or any characters or creatures of the caster's choice. A good range is 45-70 hit points (5d6 + 40) healed, These recovered hit points can be spread among as many characters as the caster desires; for instance, if a wish heals 50 hit points, the caster could heal 20 hit points of his own damage and heal 10 hit points for three of his companions. If a wish is used to heal damage in this way, it cannot be used to restore life; that is, it cannot affect any creature who has been reduced to 0 hit points.
 • * A wish can restore life to any creature who was reduced to 0 hit points or less within the previous 24 hours. The wish restores the subject to exactly 1 hit point. Success is not automatic; the subject is required to make a resurrection survival check.
 • * A wish can destroy any single creature of 10 HD or less, or any character of 10th level or less within the caster's visual range. The affected creature or character is allowed a saving throw vs. death magic; if the check is successful, the creature is unaffected. (Be careful with this—in many cases, it is a better idea to advance the spellcaster to a future time period in which the target creature no longer exists, as described on page 197 of the Player's Handbook).
 • A wish can teleport without error the caster and up to a dozen companions to any location. The caster must have been to the location previously. The location can be in any plane of existence.
 • * A wish can permanently add one point to any ability score of the caster or any person of the caster's choice, as long as the score is not raised above 16. It takes 10 wishes to permanently raise any ability score each point beyond 16. (For instance, it takes 20 wishes to raise a character's Strength from 16 to 18.)
 • A wish can temporarily raise an ability to 18 for 1-6 hours.
 • A wish can duplicate the effects of any other spell.

 What can't a wish do? Aside from the restrictions above, a wish should never grant experience points or extra levels to a character. Nor should wishes be able to duplicate artifacts or create extremely potent magical items (a potion of invisibility might be acceptable, but a sword +4 might not).
 The DM retains the right to disallow any wish he believes is too potent. He can also bestow an interpretation of the wish that follows the literal instructions of the wizard, and not the wizard's intended meaning (greed and gross manipulation of the rules should not be rewarded).
 Examples:
 • If the wizard wishes for an entire castle of his own, the DM might have the castle appear in mid-air, then crash to the ground in a heap of rubble.
 • If the wizard wishes "to never again suffer damage from bladed weapons," the DM might turn him into a stone statue.
 • If the wizard wishes for a dragon to vanish, the dragon might pop out of sight, then abruptly reappear in another location, perhaps a few yards from the dragon's original position.
 • If the wizard wishes for a fortune in gold, the DM might teleport this fortune from a king's private treasure vault. The king will then send his best men to arrest the thieving wizard.

 The DM is responsible for determining the components, duration, casting time, and area of effect each time a wish is to be cast. The DM should first determine what effect the wizard intends to achieve with his wish, then decide the components, casting time, and so forth, basing his decisions on his limitations for wishes in his campaign. The elements should be logical and reasonable. Here are some guidelines:
Components: Wishes have only verbal components. Keep them simple. A short, spoken phrase is usually sufficient.
Duration: In most cases, the effects of a wish will be permanent. The DM should decide in advance if there are any exceptions.
Casting Time: If the wish mimics the function of another spell, use that spell's casting time as a guideline, perhaps making it a little longer if the wish effect is significantly more powerful than the mimicked spell. For instance, if a wish is used to teleport a party (as described above), note that the teleport without error spell has a casting time of 1. Since the wish has a more powerful effect, a casting time of 4 or 5 for a teleporting wish is appropriate. When in doubt, use the casting times for other 9th-level spells as guidelines, or use a casting time of 1 round.
Area of Effect: In most cases, common sense will determine the area of effect. For instance, if a wish is to be used to heal damage, the affected persons should be within sight of the caster. The DM can be reasonably generous with areas of effect. If the caster wishes for 5,000 gp to be deposited in a chest 1,000 miles away, that is within reason.
 As an example of how all of these elements might be determined, imagine that the wizard wishes to teleport himself and his party to the wizard's home town. The DM determines the elements of the spell as follows:
 Verbal Component: Speak the name of the desired location.
 Duration: Instantaneous.
 Casting Time: 1 round.
 Area of Effect: All characters within a 20-yard radius of the caster.
Attributes: 2E, Spell

The Complete Psionics Handbook (Published January 1991, 9th printing, October 1996)

Chapter: 9 A Psionics Campaign — Psionics and Magic

Psionics and magic are completely separate forces. Some of their effects overlap, as might be expected, since some effects are so useful that everyone who can get them probably will try. For example, both psionics and magic-users have a means of becoming invisible, traveling instantaneously, and controlling other people or creatures. But in their basic makeup, magic and psionics are like oil and water; they do not mix. The text below offers some general guidelines and specific rules for the interaction magic and psionics

General Guidelines

The Complete Psionics Handbook p. 109 Psionics and Magic — General Guidelines (January 1991) 🔗
• The essence of magic and psionics are wholly different. A wizard or cleric who can detect magic will never detect psionics. Nor will a psionicist who scans for psionic activity ever detect spell-casting. This hold true even if the effect of a particular magical and psionic skill is identical, or nearly identical. For example, a wizard can use hold portal to hold a door shut. In his own way, using psychokinesis, so can a psionicist. If a psionicist is holding a door shut, and a wizard casts detect magic on the door, the wizard will find nothing unusual about it. If the wizard casts dispel magic, the door will not open. No magical forces are at work on the door.
 Exceptions do exist. but they're fairly easy to determine. For example, a wizard who casts a detect invisibility spell will see a character using psionic invisibility because the spell description states specifically that the spell does not discriminate between types of invisibility.
Attributes: 2E, Spell, Psionics, Invisibility

The Complete Psionics Handbook p. 109-110 Psionics and Magic — General Guidelines (January 1991) 🔗
• Magic is capable of duplicating psionic effects like ESP, clairvoyance, clairaudience, teleportation, and levitation, among others. Again, however, the energy involved is magical, not psionic. So normal psionic powers do not detect these magicks.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — General Guidelines (January 1991) 🔗
• Magical images and illusions manipulate light, sound, and scent. That means they can affect psionic powers which rely on or expand the normal senses: clairvoyance, clairaudience, all-around vision, feel light, etc. Using any psychometabolic, psychokinetic, telepathic, or psychoportive power against a magical illusion automatically gives the psionicist cause to make a saving throw vs. spells. Depending on the situation, the DM may rule that the use of such power penetrates an illusion automatically.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — General Guidelines (January 1991) 🔗
• Magical phantasms, on the other hand, operate entirely in the mind of the viewer. A psionicist using any power against a phantasm automatically gets to make a saving throw vs. spell to penetrate the phantasm. (The psionicist is too tuned into his own mind to be easily fooled this way.)Attributes: 2E, Spell, Psionics

Spells and Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Anti-Magic Shell. This spell has no effect against psionics.Comment: In DMGR:HLC and Sage Advice #249 it is stated that antimagic shell works against psionics.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Detect Charm. This will detect telepathic control such as domination.Attributes: 2E, Spell, Psionics, Charm

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Detect Invisibility. This spell is effective against psionic invisibility, astral travelers, shadow form, and ethereal characters. It is not effective against characters in other dimensions.Attributes: 2E, Spell, Psionics, Invisibility

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Detect Magic. This never detects psionic activity.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Detect Scrying. When this spell is used against a clairvoyant psionicist, he must make a saving throw vs. spells. If successful, the clairvoyant avoids detection.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
ESP. A Psionicist always gets a saving throw against this spell with a +2 bonus. Success negates the spell.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
False Vision. The psionicist is allowed a saving throw vs. spells to negate the effect og this spell.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Forbiddance. None of the teleportation or metabolic powers can breach this spell.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Free Action. This spell overcomes all psychokinetic effects against the subject's body, plus domination.Attributes: 2E, Spell, Psionics, Charm

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Globe of Invulnerability. Psionics are unaffected by globes.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Magic Jar. The psionicist uses his combined Wisdom and Constitution scores when determining the differential modifier.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Magic Missile. This spell has no effect inside a stasis field.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Mind Blank. The psionicist is allowed a saving throw vs. spells to overcome this spell.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Minor Globe of Invulnerability. Psionics are unaffected by globes.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Misdirection. This spell affects magical detection only.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Mislead. Any psionicist who tries to contact the wizard's mind will realize the deception immediately. That first contact attempt will fail automatically, however.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Nondetection. This spell is fully effective against psionic sensing.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Otiluke's Resilient Sphere. Psionic powers cannot penetrate this spells protection.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Protection From Evil. All telepathic powers used against someone protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.Attributes: 2E, Spell, Psionics, Charm

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Protection from Evil, 10' Radius. Same as protection from evil.Attributes: 2E, Spell, Psionics, Charm

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Reincarnation. Unless the new incarnation is allowable in the psionicist class, all psionic powers are lost.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Spell Immunity. This has no effect against psionic powers.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Telekinesis. If this spell is opposed by psychokinesis, conduct a psychic contest between the psionicist's power score and the wizard's experience level.Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 110-111 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Trap the Soul. A psionicist trapped via this spell cannot use any of his psionic powers. (Although the character's body is trapped along with his soul, it is stored in a radically altered, magical form. Thus the psionicist is denied access to the physical energy which is the basis for all his powers.)Attributes: 2E, Spell, Psionics

The Complete Psionics Handbook p. 111 Psionics and Magic — Spells and Psionics (January 1991) 🔗
Note: As stated in Chapter 1, all psionicists gain a +2 bonus when making a saving throw vs. any enchantment/charm spell.Attributes: 2E, Psionics

Magical Items

The Complete Psionics Handbook p. 111 Psionics and Magic — Magical Items (January 1991) 🔗
The same guidelines which apply to spells also apply to magical items, their effects, and the interplay between them and psionics. One item in particular, however, deserves special mention—the philosopher's stone.
 For reasons that are unknown, a philosopher's stone aids a psionicist in shaping energy. As long as the stone is in contact with the psionicist's flesh, all psionic power scores in his primary discipline are increased by one. If the stone is of the rare, crystalline salt variety, it increases his power scores in his primary discipline and one other discipline of the character's choice. If it is the extremely rare white powder stone, it boosts his power scores in his primary discipline, and allows him to recover psionic strength points at twice the normal rate.
Attributes: 2E, Psionics

The Complete Paladin’s Handbook (Published May 1994, )

Chapter: 2 Paladin Abilities — Holy Sword

The Complete Paladin’s Handbook p. 15-16 Paladin Abilities — Holy Sword (May 1994) 🔗
When unsheathed and held by a paladin, every holy sword projects a circle of power 10 feet in diameter. The paladin's hand serves as the center of the circle. The circle moves with the paladin and persists as long as he grips the sword. The sword projects the circle even if a glove, gauntlet, or bandage covers the paladin's hand.
Note: The first sentence in the paragraph regarding the paladin's holy sword in Chapter 3 of the PH (page 27) should read: "A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held."
Attributes: 2E, Paladin with Holy sword

The Complete Paladin’s Handbook p. 16 Paladin Abilities — Holy Sword (May 1994) 🔗
Within its range, the circle of power dispels all hostile magic of a level less than or equal to the paladin's experience level and creates a magic resistance of 50%. Specifically:
 • All evil opponents within the circle are unable to cast spells, including monsters and characters of evil alignment; extraplanar, conjured, and summoned evil entities; and monsters and characters who have been charmed or controlled by evil casters. The circle neutralizes a spell the instant it's cast. Opponents may not make saving throws to resist the circle of power.
 • Evil opponents have normal use of their spell and spell-like abilities once they leave the range of the circle. However, the paladin remains immune to their spells, even when cast from outside the circle. An evil wizard can cast a fireball spell at a paladin, but the fireball dissipates as soon as it enters the circle. An evil spellcaster's attempts to mentally probe or control a paladin (with spells such as ESP and magic jar) will also fail.
 • Magical items created by evil magic won't work within the circle. Physical properties remain unchanged, however; a sword +1 may still be wielded as a normal sword. Outside the circle, magical items function normally, but the paladin remains immune to their effects.
Attributes: 2E, Paladin with Holy sword

The Complete Paladin’s Handbook p. 16 Paladin Abilities — Holy Sword (May 1994) 🔗
The following restrictions also apply:
 • The paladin is always vulnerable to magic from opponents whose level exceeds his own. The paladin has the normal chances of avoiding the affects of these magical attacks.
 • The circle functions only as long as the paladin grips the holy sword. Should he sheathe or drop it, he immediately becomes vulnerable to evil magic.
 • The paladin must be conscious and in control of his own actions for the holy sword to project a circle of power. A holy sword doesn't dispel magic in the grip of a comatose or sleeping paladin.
 • An evil spellcaster may temporarily negate the magic of a holy sword, including its power to project a circle of protection, by casting dispel magic directly on the weapon. The holy sword may resist the spell with a successful saving throw vs. spell, using the paladin's saving-throw number. If the throw fails, the holy sword's magic is inert for 1-4 rounds.
 • A paladin is still subject to indirect effects of evil magic. If an evil spellcaster uses a lighting bolt spell to cause an avalanche, the paladin risks damage from falling boulders.
Attributes: 2E, Paladin with Holy sword

The Complete Paladin’s Handbook p. 16 Paladin Abilities — Holy Sword (May 1994) 🔗
Certain holy swords may have additional benefits and limitations. A Holy Avenger, for instance, inflicts +10 points of damage on chaotic evil opponents. Each holy sword described in Chapter 6 has its own special properties. In designing holy swords, the DM may use the standard benefits and limits described above, perhaps adding a +1 to +5 bonus on attack and damage rolls against certain kinds of evil opponents. Attributes: 2E, Paladin with Holy sword

The Complete Druid’s Handbook (Published August 1994, )

Chapter: 5 Druidic Magic — Optional Sphere Expansions

As detailed in Chapter 3 of the Player’s Handbook (p. 35), druids have access to priest spells in certain spheres and can use a variety of enchanted weapons, armor, and other magical items. This chapter expands the magic available to player characters in the druid class, adding many spells and magical items along with the new field of herbal magic.

The Complete Druid’s Handbook p. 86 Druidic Magic — Optional Sphere Expansions (August 1994) 🔗
Some existing Nature-related spells remain unavailable to druids due to sphere restrictions. To offer these spells to druids, DMs may expand the selection of spells accessible through certain spheres of magic:
 • Call woodland beings becomes part of the Animal sphere.
 • Commune with nature becomes part of both the Animal and Plant spheres.
 • Insect plague becomes part of the Animal sphere.
 • Reincarnate becomes part of the Animal sphere.
 An expansion does not remove a spell from a sphere that already contains it, but merely makes the spell accessible from an additional sphere or spheres.
Attributes: 2E, Class, Spell

The Will and the Way (Published June 1994, )

Chapter: Six The Disciplines — Clairsentience

Clairsentient Powers

The Will and the Way p. 40 Clairsentience — Clairsentient Powers (June 1994) 🔗
It is important to remember that clairaudience and clairvoyance can only be used on areas the psionicist has knowledge of. He cannot target his power on "wherever Uldan the mul is at this moment," or on "the sorcerer-king's throne room in Urik" if he has never been there.
 Places the psionicist knows include any place he has ever been to himself, any place within his sight now, or any place he can specify. He could use clairvoyance to peek behind a sand dune, since he can tell from where he is that the sand dune has another side. He could also scan a point "10 miles directly west" or "two miles north of the central square of Urik" if he had ever been to the square. Standing outside a tower, he can make a reasonable guess that there is a room or passageway behind any windows he can see, but he can't know the layout of the tower and use his powers against interior rooms.
 However, a psionicist with a lot of PSPs could "visit" an area with clairvoyance. Once inside the tower window with clairvoyance, he can see a small room with a door. Now he may look behind the door, since he knows it exists.
Attributes: 2E, Psionics

The Will and the Way p. 40 Clairsentience — Clairsentient Powers (June 1994) 🔗
The devotions of feel sound and feel light are of limited usefulness, but see sound negates darkness-based combat penalties for the psionicist, as long as his opponents are making any normal amount of noise. (Incorporeal opponents such as spectres or ghosts don't make noise when they attack!)Attributes: 2E, Psionics, Blindness

Chapter: Six The Disciplines — Psychokinesis

Psychokinetic Powers

The Will and the Way p. 42 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Special Note: Two psionic powers appearing in Dragon Kings were placed in the wrong disciplines. Teleport object is not a Psychokinetic power; it's a Psychoportive devotion with teleport as a prerequisite. Return flight is not a Psychometabolic devotion; it belongs in the discipline of Psychokinesis.
 If existing characters have selected these powers, the DM can either ignore this retraction and allow the character to continue play as is or he may allow the psionicist to discard teleport object or return flight and select another power.
 You may own a copy of The Complete Psionics Handbook that has several important pieces of errata in it. The following Psychokinetic devotions do not require telekinesis as a prerequisite: animate shadow, control light, control sound, molecular agitation, and soften.
 Other difficult powers include the following.
Attributes: 2E, Psionics

The Will and the Way p. 42 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Detonate: If used against an opponent's weapons or armor, it is reasonable to assign combat penalties to partially destroyed equipment. A -1 to attack rolls or Armor Class for each 10% destroyed is appropriate. If the item targeted by the psionicist is magical, it gains a saving throw versus disintegration to resist the detonation effect.
 Monsters composed of magically animated material, such as golems, are allowed a saving throw versus spells to resist being detonated. If they fail, lose a percentage of their hit points equal to the percentage of their mass that was destroyed by the attack. Creatures that don't get a saving throw (zombies, skeletons, and plant monsters, for example) against this attack take damage in the same way,
Attributes: 2E, Psionics

The Will and the Way p. 42 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Disintegrate: Some Athasian monsters are so huge that they can lose 8 cubic feet of their mass to disintegration and survive. These include the cloud ray, all drakes, the dune trapper, the megapede, and the sand vortex. If these monsters fail their save versus death magic, they are not killed outright but instead sustain 10d10+20 points of damage.Attributes: 2E, Psionics

The Will and the Way p. 42 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Project Force: No attack roll (other than the power check) is required with this power.Attributes: 2E, Psionics

The Will and the Way p. 42-43 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Telekinesis: It is possible to use telekinesis for very fine work such as sewing, writing, or picking a lock. The character attempting to perform the task must be capable of doing the work himself—sewing telekinetically doesn't help if you know nothing about sewing. The psionicist should make a second power check to successfully complete any fine work. In the case of picking a lock, this gives the character an opportunity to roll against his Open Locks percentage.
 If a character wants to engage in a tug-o'-war with someone (for example, trying to yank a sword out of a guard's hand) resolve the situation with the normal psychic contest rules, using the defender's Strength score against the psychokineticist's power score.
Attributes: 2E, Psionics

The Will and the Way p. 43 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Inertial Barrier: The barrier affects missile fire and movement in both directions. It can stop a spell such as fireball or some breath weapons (a red dragon's flames, for example), causing the effect to splash off the surface of the barrier, but does nothing against pure energy attacks like a blue dragon's lightning breath or a magic missile spell. The inertial barrier protects against all forms of disintegration, not just psionic disintegration. Attributes: 2E, Psionics

The Will and the Way p. 43 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Molecular Agitation: Items are not required to make saving throws until they could actually be damaged. For example, a steel sword is not threatened until the fourth round of agitation, but a scroll must make a saving throw after only one round of molecular agitation.
 Molecular Manipulation and Soften can be used against body weaponry or flesh armor. However, the subject can negate the effects by allowing the power to drop and then re-initiating it later in the combat.
Attributes: 2E, Psionics

The Will and the Way p. 43 Psychokinesis — Psychokinetic Powers (June 1994) 🔗
Compact (from Dragon Kings): Most creatures can easily tell if something they are about to eat or drink has been compacted. Even water is obvious, because it weighs 10 times what it should. Most animals will refuse to eat compacted material, since it doesn't feel right, but if they are extremely hungry they may let their appetite overcome their judgment. Sentient creatures may realize that "something's wrong with this pear," but the DM should be the judge of whether or not an NPC views it as a potential hazard.Attributes: 2E, Psionics

Chapter: Six The Disciplines — Psychometabolism

Psychometabolic Powers

The Will and the Way p. 44 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Note: In the Dragon Kings hard cover game accessory, the devotion return flight is listed as a Psychometabolic power. It should be considered Psychokinetic. If a character has selected return flight as a Psychometabolic power, the DM may allow it to stand or let the player exchange it for another devotion.Attributes: 2E, Psionics

The Will and the Way p. 44-45 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Animal Affinity: Many of the creatures listed in the table that appears in The Complete Psionics Handbook (page 50) do not exist on Athas. Use the following table when rolling for an Athasian character's animal affinity.
Animal Affinity Table
1 Anhkeg 11 Rasclinn
2 Cha'thrang 12 Razorwing
3 Erdland 13 Scorpion, giant
4 Flailer 14 Silkwyrm
5 Inix 15 Snake, giant*
6 Kirre 16 Spider, giant
7 Lizard, minotaur 17 Tembo
8 Mekillot 18 Tigone
9 Pterrax 19 Wyvern
10 Pulp bee 20 Lion, spotted
*Constrictor or Poison, player's choice.

 These monsters can all be found in the DARK SUN boxed set, DARK SUN MONSTROUS COMPENDIUM, or in the Monstrous Manual.
Attributes: 2E, Psionics

The Will and the Way p. 45 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Energy Containment: This science is reflexive. Whenever subjected to an energy attack, the psionicist may try to make a power check to avoid the damage. He need not state that he is initiating the power before a round begins. If the psionicist has not yet taken his action in a round when he uses this power, he must abort his intended action to initiate this power.Attributes: 2E, Psionics

The Will and the Way p. 45 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Metamorphosis: Nonmagical movement powers are included, so a character who changes into a bird can fly, and one who changes into a thri-kreen can leap or dodge missiles. It doesn't confer special powers such as poison, gaze attacks, or weapon immunities. If a character metamorphs into another character race, he uses the generic monster description for that race.
 Some forms the character selects may have intrinsic advantages. Changing into a fish or a rock renders the character immune to drowning. The character does not retain any senses not normally associated with his new form, so if he changes into a rock, he won't be able to see or hear. (The character can always feel.) He can decide to keep eyes or ears when he transforms, so that he will be able to know what's going on around him. Of course, eyes or ears on a rock may give away the psionicist's position and may be vulnerable to attacks.
Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Adrenalin Control: If used to enhance Constitution, the character may gain temporary bonus hit points. Any damage he suffers is subtracted from these extra hit points first.
 When enhancing Strength, count each category of 18 as a point gained. A psionicist with a 16 Strength who rolls a 5 would increase to 17 18, 18/01, 18/51, and 18/76—not to 21.
 A character may exceed his racial maximums with this power, but takes a risk of injuring himself. When he stops maintaining adrenalin control, he must make a system shock check if he operated beyond the normal maximum for his race in any ability. If he fails, he suffers 1d6 damage from stress and fatigue.
Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Body Control: Use of this power allows a character to survive in a sandstorm or the Sea of Silt without damage.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Body Equilibrium: The psionicist can walk on silt.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Cause Decay: This can be used against an opponent's weapons or armor by making a touch attack roll.Attributes: 2E, Psionics, Touch spells

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Ectoplasmic Form: A character using this devotion can be struck by magical weapons of a +1 or better enchantment, and by any monster of 4+1 Hit Dice or more. The psionicist's equipment must remain ectoplasmic as long as he does. An ectoplasmic character falls as if affected by a feather fall spell.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Enhanced Strength: A psionicist may enhance his Strength score to his racial maximum.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Flesh Armor: The base Armor Class granted by this power is not cumulative with armor worn—instead, use the better base Armor Class. Dexterity bonuses contribute to the character's new AC, as well as any magical protection that works in conjunction with regular armor, such as a ring of protection.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Heightened Senses: A character using this ability may reduce any darkness-based combat modifiers by 2.Attributes: 2E, Psionics, Blindness

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Reduction: The psionicist's gear is not affected.Attributes: 2E, Psionics

The Will and the Way p. 46 Psychometabolism — Psychometabolic Powers (June 1994) 🔗
Forced Symmetry: Generally, any character who has been injured has sustained 10 to 100% of that damage (d10x10) to one side of his body. For example, Frenla has 30 hit points and has taken 12 points of damage. A d10 roll shows she has sustained 80% to one side and 20% to the other, or 3 points and 3 points respectively. Her total damage can be increased to 18 or decreased to 6 with forced symmetry.Attributes: 2E, Psionics

Chapter: Six The Disciplines — Psychoportation

Psychoportive Powers

The Will and the Way p. 47-48 Psychoportation — Psychoportive Powers (June 1994) 🔗
Summon Planar Creature: If the DM does not have access to MC 8, The Outer Planes Appendix, he is perfectly within his rights to require the psionicist to summon creatures from the elemental planes only. Possible elemental creature summonings would include:
Air: Elemental (lesser, standard, or greater), invisible stalker, aerial servant, genie (djinn), sylph.
Earth: Elemental, xorn, genie (dao), pech, sandling.
Fire: Elemental, fire snake, salamander, genie (efreet).
Water: Elemental, water weird, genie (marid).
 It's assumed that if the psionicist reaches one of the Outer Planes, he contacts either the Abyss, Baator (the Nine Hells), Limbo, a generic Lower Plane, or a generic Upper Plane. Note that planar powers can't be summoned with this science.
 An asterisk (*) indicates a Monstrous Manual entry
The Abyss: Bebilith, bodak, tanar'ri (alu-fiend, babau, balor*, bar-igura, cambion, chasme, dretch, glabrezu, hezrou, manes, marilith*, molydeus, nabassu, nalfeshnee, rutterkin, succubus, vrock).
Baator: Baatezu (abishai*, amnizu, barbazu, cornugon, erinyes, gelugon, hamatula, lemure, nupperibo, osyluth, pit fiend*, spinagon).
Limbo: Githzerai*, slaad (red*, blue*, green, gray).
Upper Planes: Aasimon (agathinon, astral deva, modanic deva, movanic deva, light, planetar), air sentinel, archon (hound, warden, sword, tome), bariaur, lammasu*, adamantite dragon, enheriar, marut, moon dog, noctral, per, phoenix*, warden beast, zoveri.
Lower Planes: Gehreleth (farastu, kelubar, shator), hordling, maelephant, night hag*, nightmare*, vaporighu, yugoloth (arcanaloth, dergholoth, mezzoloth, nycaloth, piscoloth, ultroloth, yagnoloth).
Astral Plane: Githyanki*, aasimon (astral deva, movanic deva), slaad (gray), tanar'ri (nabassu. succubus, glabrezu, vrock), baatezu (amnizu, erinye), githzerai*, lammasu,* shedu*, rakshasa*.
Ethereal Plane: Aasimon (monadic deva), gloomwing*, tenebrous worm*, lammasu*, shedu*, rakshasa*, any elemental or genie.
 There are no guarantees with this power. The summoned creature is under no obligation to obey the psionicist and will probably be quite angry with him. The psionicist uses this power at his own risk.
Attributes: 2E, Psionics

The Will and the Way p. 48 Psychoportation — Psychoportive Powers (June 1994) 🔗
Dimensional Door: One of the two portals created must appear in front of the psionicist, one to four feet from his body. The portal by the psionicist is oriented to his body, so that if he is lying on his back, the door is actually a horizontal plane hovering above him. If the psionicist is so close to something that the door must appear in a solid object, the power fails.
 A psionicist can only maintain one dimensional door at a time, so one character can't cage an opponent with such doors. However, two or more psionicists can cooperate to place their portals very close together. Remember, one of the portals will have to be right next to the initiating psionicist, so placing one next to an enemy may simply bring him right to you.
 If a psionicist tries to place a dimensional door in a position that will force another character to fall or step through it unwillingly, the victim gets a saving throw versus paralyzation to step around the portal and avoid the trip.
 The portal of a dimensional door has only one side. It has no thickness, and from its "back" side it does not exist. This means that a psionicist can't use the dimensional portal in front of him to screen missile attacks or to force an enemy in melee with him to be transported. The doorway works in both directions, but each portal only exists on one side.
 If the dimensional door is maintained over several rounds, both portals must remain in the exact spot where they first appeared. The psionicist can create a set of portals and then move away from the nearer one, as long as he continues to pay the maintenance cost. In a combat situation, up to five characters per round can pass through the door; if the party prepares by lining people up and going in order, as many as 10 per round can use the door.
Attributes: 2E, Psionics

Chapter: Six The Disciplines — Telepathy

Telepathic Powers

The Will and the Way p. 51-52 Telepathy — Telepathic Powers (June 1994) 🔗
The first printing of The Complete Psionics Handbook contained errata in the Telepathy chapter. First, none of the telepathic defense modes have a prerequisite. Second, mindlink is not a prerequisite for the following powers: empathy, ESP, identity penetration, incarnation awareness, psychic impersonation, and send thoughts. Psychic crush is actually a devotion, and psionic blast is a science. On page 75, the heading for Fate Link is missing. And lastly, ego whip and mind thrust both require contact as a prerequisite.
 Any telepathic power listing contact as a prerequisite or an initial cost will only work on a contacted mind. Remember, there are two ways to establish contact: by using the contact power directly or by getting three tangents with one of the telepathic attacks. Psionicists are immune to direct contact, and the attacks must be used to force contact with their minds.
 The telepathic attack modes can force contact with a nonpsionicist's mind, but it still requires three tangents. It is easier and more efficient to simply use contact on these foes instead.
 Mindless such as zombies or skeletons are immune to telepathic powers. On worlds other than Athas, all undead are immune to telepathic attacks, an extension of their immunity to sleep and charm effects. However, the unique undead of Athas are not immune to telepathic attacks unless it is specifically stated so. Many Athasian undead command formidable psionic powers and can defend themselves anyway.
 Characters asleep or unconscious can be affected by telepathic powers. A sleeping psionicist can defend himself with mind blank and will awaken within one round of the attack. Nonpsionicists awaken only if their attacker takes some action to make them wake up, such as dominating them and commanding them to wakefulness. Attacking characters in their sleep creates a unique role-playing opportunity, since the attacking telepathist will appear in his victim's dreamscape.
 In general, the telepath can decide if his target is aware of his contact. Powers such as invisibility or daydream would be useless if the victim realized his mind was being tampered with. If the psionicist chooses to announce his presence, the target realizes that someone is trying to reach him psionically.
 Each psionicist's mind has a distinct announcement that other psionicists can recognize, if they have been contacted by that psionicist before. A telepath cannot falsify his signature unless he uses psychic impersonation to mask his identity and win unguarded contact with his victim's mind. Nonpsionicists cannot distinguish between contacts of any kind.
 Specific abilities and explanations include the following.
Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Fate Link: The only two damaging effects that can pass through a fate link are the direct loss of hit points and death. Effects such as poisoning. paralyzation, stoning, disease, or unconsciousness cannot. However, if the effect causes a loss of hit points (poison that inflicted 20 points of damage, for example) the hit point loss would be conveyed to the other person.
 The fate link power is excellent as an insurance policy. If the psionicist wants to make sure that an NPC isn't sending him to his death, he can use fate link to take the NPC hostage.
Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Mindwipe: The telepath may use this power to seal off memories, instead of Intelligence or Wisdom. Memories are lost from most recent to most distant. The first round seals of the previous day, the second round the previous week, the third the previous month, the fourth the previous year, and the fifth and subsequent rounds 10 years each. The victim still loses one experience level for each round.
 At the psionicist's option, he can try to bar a specific memory or skill (like picking locks or a specific spell). Work of this precision requires a second power check. If the psionicist fails this precision power check, he blots out a month surrounding the event or the most recent use of the skill in question.
Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Switch Personality: Should one of the two bodies be killed, the personalities don't automatically switch back-the personality that is inhabiting the body which has died dies as well. The second personality will be doomed to eventual death as it weakens in the body that is not its own. Neither personality understands what is happening to its original body.
 This science is an excellent tool for espionage and infiltration, but the psionicist should take steps to prevent the possible abuse of his original body while he is inhabiting another.
Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Contact: As noted above, a telepath may state whether his target is aware or unaware of his contact. Psionicist targets are always aware of the fact that someone is trying to contact them.
 As insects, thri-kreen psionicists use a revised contact table based on life orders. A thri-kreen psionicist's modifiers are:
Thri-Kreen Contact Table
Life Order Contact Score Modifier
Insect -1
Other arthropod -2
Fish -3
Reptile, amphibian -4
Bird -5
Mammal (including human) -6
Monster -7
Plant -8
Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Id Insinuation: Victims of this power can still defend themselves against physical attacks and suffer no Armor Class penalties while doing so. However, they can't move, cast spells, take cover, attack with a weapon, or initiate psionic powers.Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Post-Hypnotic Suggestion: The effects of this psionic devotion are far less powerful than those of the 3rd-level wizard spell suggestion. The victim can't be convinced that her sword is a snake, or that her armor is covered with stinging scorpions. She can be convinced that a particular battle is very dangerous and that she should try to withdraw, or that she will require lots of water on her next journey. How the victim responds to an effective sugestion is up to the DM, but this shouldn't be an instant-kill power.Attributes: 2E, Psionics

The Will and the Way p. 52 Telepathy — Telepathic Powers (June 1994) 🔗
Psychic Impersonation: The telepath who uses this power must have met or contacted his borrowed identity in order to be able to portray it realistically. He can use this ability when contacting another psionicist to announce himself as someone else and possibly trick his victim into lowering his mental defenses.Attributes: 2E, Psionics

Chapter: Six The Disciplines — Metapsionics

Metapsionic Powers

The Will and the Way p. 54 Metapsionics — Metapsionic Powers (June 1994) 🔗
Several of the Metapsionic powers described in The Complete Psionics Handbook list "Telepathy" as a prerequisite. Mindlink fills this requirement.Attributes: 2E, Psionics

The Will and the Way p. 54 Metapsionics — Metapsionic Powers (June 1994) 🔗
Empower: It is possible to magically enchant a psionically empowered item. The item's creator must perform both actions, so a dual- or multiclassed psionicist/wizard of at least 10th/12th level is required. Sorcerer-kings and avangions would certainly qualify. The empowering and enchantment are completely independent of each other, so if one fails the other may still take effect.Attributes: 2E, Psionics

The Will and the Way p. 54 Metapsionics — Metapsionic Powers (June 1994) 🔗
Psychic Surgery: Some powers that can be permanently implanted in a character are: domination, fate link, attraction, aversion, awe, daydream, false sensory input, inflict pain, invincible foes, phobia amplification, post-hypnotic suggestion, repugnance, sight link, sound link, taste link, telempathic projection, acceptance, alignment stabilization, beast mastery, focus forgiveness, impossible task, hallucination, suppress fear, sensory suppression, amnesia, and passive contact.
 Note that some of these are major game effects—a permanent domination or acceptance is a serious problem for the victim, and PCs should never be allowed to use these on other PCs. The DM should watch for characters who abuse this power and apply appropriate alignment penalties.
Attributes: 2E, Psionics

The Will and the Way p. 54 Metapsionics — Metapsionic Powers (June 1994) 🔗
Split Personality: If a psionicist has the PSPs to do it, his personalities can split again by initiating this power. This is handled separately for each personality. If the psionicist was maintaining a power or had a girded or spliced power in effect, he decides if one or both personalities inherit its effects.
 If a personality uses switch personality, the initiating personality will be transferred to the victim, taking full control, while the victim's personality becomes the second half of the psionicist's mind. They are in contact with each other. The victim can try to assert control over his new body, but must win a psychic contest against the psionicist. The psionicist uses his split personality power score, and the victim uses his level.
Attributes: 2E, Psionics

The Will and the Way p. 54 Metapsionics — Metapsionic Powers (June 1994) 🔗
Cannibalize: A psionicist can cannibalize the body of a victim he has used switch personality on.Attributes: 2E, Psionics

The Will and the Way p. 55 Metapsionics — Metapsionic Powers (June 1994) 🔗
Psychic Drain: A victim of this power must have a combined Intelligence, Wisdom, and Constitution of 30 or greater. Subtract 30 from the combined scores to determine the psionic potential. The percentages described in The Complete Psionics Handbook apply to the victim's psionic potential loss. For example, a slave named Serak has an Intelligence of 13. a Wisdom of 15, and a Constitution of 14. The total is 42, so his psionic potential is a 12. Up to 6 points (a total of 60 PSPs) can be drained from Serak with no ill effects.
 The psionicist does not have to stop when he exhausts the creature's psionic potential. He can continue until his victim's scores are reduced to 0. The victim must save versus death each time a score is drained to 2 or less or die. Serak can be drained for 33 points, which exhausts 100% of his psionic potential and forces a saving throw versus death. Nine more points can be drained, but each point that reduces an ability to 2 or less forces Serak to make another saving throw.
 Humanoid creatures without scores may be drained at the DM's discretion. Good examples are gith, jozhal, silt runners, or b'rohgs. A monster's psionic potential equals its numerical Intelligence score -10, so a gith of average Intelligence (9-11, average 10) has a psionic potential of 0 and can't be drained.
Attributes: 2E, Psionics

The Will and the Way p. 55 Metapsionics — Metapsionic Powers (June 1994) 🔗
Receptacle: The psionicist's potential is equal to the number of PSP he began with as a 1st-level character. Take note: an empowered receptacle can hold an enormous number of PSPs! Many high-level psionicists such as members of the Order or sorcerer-kings probably have receptacles of this nature on their person.Attributes: 2E, Psionics

Sage Advice #142, February 1989

This month, "Sage Advice" covers a potpourri of questions on various exotic topics related to the AD&D® game — from tarrasques to spaceships, and from psionics to the sizes of bags and boxes.

Sage Advice #142 p. 10 (February 1989), Question: 1 🔗
How long will a dragon stay subdued?
 A dragon remains subdued indefinitely, as long as the subduing party clearly has the upper hand. An unintelligent dragon whose alignment is not diametrically opposed to its captor's alignment and which is weaker than its captor is unlikely to attempt escape as long as it is treated well (given its own treasure hoard, fed well, disciplined firmly and frequently, and allowed a small measure of freedom). Intelligent, spell-using dragons are disloyal even if relatively weak and dangerous if they believe they are as strong or stronger than their captors. Such a dragon spends every moment scheming to escape or to slay its captor and usurp his holdings.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 2 🔗
Is a wish necessary to kill a tarrasque? Is it necessary to reduce it to -30 hp? If the wish is necessary, does the creature get a saving throw? Does the user get moved to a time when the tarrasque is dead or nonexistent (as suggested in the Players Handbook)? The tarrasque's attacks are listed as 1-12/1-2/2-24/5-50/1-10/10; isn't the 1-2 attack a bit weak for this monster? The description states that the creature can rush only once per turn; does this prevent the thrusting attack of its horns?
 The tarrasque is not slain until it is reduced to -30 hp and a wish is used. The wisher suffers no ill effects, and there is no saving throw given to the tarrasque. The "1-2". attack is a misprint; it should read 1-12 (the two 1-12 attacks are from the creature's forelimbs). The creature can attack with its horns at any time; the only rush effect is an extra 6" of movement.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 3 🔗
Is the hit-point rating for the hang man tree correct? At 61 hp a year, a 151-year-old tree would have 9,211 hp and a one-year-old tree would have a minimum of 69 hp.
 This is a misprint; the hit-dice rating is 6, + 1 hp per year. A 151-year-old tree would have 6 HD + 151 hp.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 4 🔗
What does the beholder's anti-magic ray do?
 It functions as an anti-magic shell in ray form. That is, all magic, from spells or magical items, ceases to function while within the ray.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 5 🔗
Why do demon princes hide their amulets on the Prime Material plane where PCs can find them? Why don't they keep them on the Abyss, out of a PC's reach?
 Demon princes hide their amulets all over the multiverse, not just on the Prime Material, since they are as much at risk in the Abyss as anywhere else from both plane-traveling adventurers and other demons.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 6 🔗
I believe there is an AD&D module that takes place aboard a spaceship. Which one is it?
 The module is entitled S3 Expedition to the Barrier Peaks. It has been out of print for some time but might still be available through your local retailer. This module was reprinted with three others as part of S1-4 Realms of Horror, now in print.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 7 🔗
Is the Temple of Elemental Evil bigger than the Players Handbook?
 Maybe. The entire Temple of Elemental Evil, with its attached dungeons and outerworks, is considerably larger than a whole case of Players Handbooks. On the other hand, T1-4 The Temple of Elemental Evil is 128 pages long, but so is the Players Handbook. While the latter sports a hard cover, the former comes with a booklet of maps; neither feature increases the page count, and the two product's shipping weights are about the same. Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 8 🔗
How are psionic strength, psionic points, defense points, and attack points related? How does the expenditure of attack and defense points reduce psionic strength?
 Psionic strength is determined when a character is created. A character has a maximum of one attack and one defense point per point of psionic strength. Psionic strength is a constant, representing the character's maximum psychic potential and his relative power in psionic combat; it is never reduced except through the reduction of ability scores or similar mishaps. Attack and defense points represent the finite amount of psychic energy available to the character at any given time. Note that the use of psionic abilities require both attack and defense points (see the Players Handbook, page 111). Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 9 🔗
When a character acquires a psionic discipline that uses a level of mastery, is the effective level of mastery equal to the character's current level?
 No. When a character first acquires a discipline, the level of mastery is level one, the character's experience level notwithstanding. Thereafter, the level of mastery increases each time the character gains a new level.Attributes: 1E, Class

Sage Advice #142 p. 10 (February 1989), Question: 10 🔗
Is the thief's hear noise ability continuous, or does it require concentration? Is the ability strictly limited to listening at doorways?
 The hear noise ability is neither automatic nor continuous. The thief must quietly concentrate on hearing noise; if he is wearing a helmet, he must take it off. A thief is not limited to listening at doors; he can hear faint sounds from any source.Attributes: 1E, Class

Sage Advice #142 p. 10 (February 1989), Question: 11 🔗
Where are the weapon proficiency rules in the AD&D game? The index in the Dungeon Masters Guide is wrong.
 The index is right. The page numbers in the index are printed in two type faces (as explained on page 228); the boldface entries refer to DMG page numbers, and the regular entries refer to Players Handbook page numbers. The entry for "Weapons, Proficiency" is given as pages 36-37 (note the regular type, indicating the Players Handbook). Additional proficiency rules can be found in Unearthed Arcana, pages 18 and 26.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 12 🔗
What does "c" mean? It's most often used in front of a weapon's length in the Players Handbook (page 39).
 This an abbreviation for the Latin word circa, or "about." This is used to indicate that a number or date is approximate.Attributes: 1E

Sage Advice #142 p. 10 (February 1989), Question: 13 🔗
How do you pronounce "drow"?
 It rhymes with "cow."Attributes: 1E, Pronounce drow

Sage Advice #142 p. 10+71 (February 1989), Question: 14 🔗
In the AD&D game, do gems and jewelry have to be sold before a character can get experience for them? The DMG seems to indicate that they must be converted into gold pieces first. The DMG also refers to conversion into a transportable medium before experience is awarded. What constitutes a transportable medium? Do magical items have to be retained and used before experience is awarded for them?
 Gems and jewels don't have to be sold, but the experience value of these items is equal to their sale value in gold pieces. The DMG says treasure must be removed from the dungeon and converted into a transportable medium (i.e., carried on the character's person) or stored in a character's stronghold (residence). That is, treasure must be taken to a safe place, appraised, and assigned to PCs before any experience is awarded for it. A transportable medium can be anything the PC finds convenient. Likewise, experience is awarded for items that are added to a character's hoard, use notwithstanding. No experience is awarded for an item sold for cash or traded for goods or services.Attributes: 1E

Sage Advice #142 p. 71 (February 1989), Question: 15 🔗
How many gold pieces can the various containers listed in the AD&D game rules hold?
 The following unofficial capacities have been extrapolated from the DMG encumbrance list. They will give you something to work with for the time being:

 Backpack: 400 gp
 Belt pouch, large: 200 gp
 Belt pouch, small: 100 gp
 Boat: See the Wilderness Survival Guide, page 44
 Box, large: 200 gp
 Box, small: 50 gp
 Chest, wooden: 15 gp per gp of encumbrance (see the DMG, page 225)
 Chest, iron: 3 gp per gp of encumbrance (see the DMG, page 225)
 Land vehicles: See the WSG, page 33
 Sack, large: 400 gp
 Sack, small: 100 gp
 Saddlebag, large: 1,000 gp
 Saddlebag, small: 250 gp
 Ship: 900 gp/hull point (see the DMG, page 54)
Attributes: 1E

Sage Advice #142 p. 71 (February 1989), Question: 16 🔗
What happens when a character is reduced to 1 hp?
 Nothing. Characters in the D&D and AD&D games don't have to worry until they are reduced to zero hit points (or less in the AD&D game; see the DMG, page 82).Attributes: 1E

Sage Advice #142 p. 71 (February 1989), Question: 17 🔗
What does a one-way door look like when viewed from the wrong side?
 This is up the DM. In many campaigns, the "wrong" side of a one-way door looks like a normal door. In other campaigns, they can't be detected at all. In still others, they can't been seen, but they can be located by touch or tappingAttributes: 1E

Sage Advice #142 p. 71 (February 1989), Question: 18 🔗
What exactly is a composite bow? Why should a character buy one? In the AD&D game, a long bow costs less and shoots farther than even a long composite bow.
 A composite bow is made up of layers or wood, bone, and sinew (this is the "composite"). They are more difficult to make than a one-piece bow (often called a self bow), hence the greater cost. Composite bows offer two advantages over self bows: They are more powerful for their size; a long self bow is longer than a man is tall; a long composite bow has about the same range but is only about 4' long. Composite bows can be specially built to allow for strength bonuses. One local campaign figures the cost of such special bows as equal to the base cost for the bow plus an equal amount per bonus point of damage, so that a bow allowing + 1 hp damage for a 16 or 17 strength is twice normal cost, a bow allowing +2 hp damage (18 strength) is triple the cost, etc.Attributes: 1E, Bows and Strength

Sage Advice #142 p. 71 (February 1989), Question: 19 🔗
What is the creature pictured on the cover of the Manual of the Planes?
 The creature is an astral dreadnaught, as as-yet undescribed monster that inhabits the Astral plane. Its game statistics may appear in a future DRAGON Magazine.Attributes: 1E

Sage Advice #148, August 1989

And now, for a special edition of Sage Advice! The AD&D® 2nd Edition game has arrived, and the sage is here with an in-depth look at the 2nd Edition Player's Handbook. All page numbers herein refer to the 2nd Edition text alone, unless otherwise stated.

Sage Advice #148 p. 10 (August 1989), Question: 1 🔗
How long does a produce flame spell last? How many flames can the caster hurl?
Produce flame lasts one round per caster level. The caster can throw a maximum of one flame per level, but no more than one flame per round.Attributes: 2E, Spell

Sage Advice #148 p. 10 (August 1989), Question: 2 🔗
How do you determine how many square feet of faerie fire is required to cover a creature?
 Just assume the caster can cover one man-size creature per level. Assume small creatures equal one-half a man, and large creatures equal one-and-a-half men.Attributes: 2E, Spell

Sage Advice #148 p. 10 (August 1989), Question: 3 🔗
Can halflings become clerics? Also, where are the advancement limits for demihuman characters?
 Yes, halflings can become clerics. See the upcoming 2nd Edition Dungeon Master's Guide (page 15) for advancement limits for halfling clerics and other demihuman characters.Attributes: 2E, Race, Class

Sage Advice #148 p. 10 (August 1989), Question: 4 🔗
Can a thief character take the mountaineering proficiency and improve his climbing chance?
 Yes, but the character's climbing chance cannot be made better than 95%.Attributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 5 🔗
Are you supposed to multiply strength bonuses to damage in a successful backstab, as described on page 40, or are you supposed to add strength bonuses after the multiplier, as explained on page 104?
 The text on page 104 is correct.Attributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 6 🔗
What penalties does a bard suffer by using thief abilities when wearing normal chain mail?
 Use the Elven Chain column in Table 29 but add another - 5% to the column's values.Attributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 7 🔗
Are multiclassed bards allowed? The text on page 45 mentions multi-classed bards, but the chart on page 44 does not.
 Page 44 is correct; page 45 is wrong.Attributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 8 🔗
According to page 13, any warrior with a strength score of 16 or more gets a 10% bonus to experience. But later on, in the descriptions of the paladin and ranger, the rules say that members of these classes must have other high ability scores to get the bonus. Which is correct?
 The text on page 13 is a misprint. Fighters get the 10% for a strength score of 16 or better; paladins and rangers must have additional high ability scores.Attributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 9 🔗
What happened to the fighter's ability to double specialize with a weapon?
 It has been dropped.Comment: Reintroduced by Player's Option: Combat & TacticsAttributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 10 🔗
Can a fighter specialize with more than one weapon?
 No, but he can "save" additional slots as he earns them and specialize with a weapon later in his career if he doesn't fill those slots at the start.Comment: Added in The Complete Fighter's HandbookAttributes: 2E, Class

Sage Advice #148 p. 10 (August 1989), Question: 11 🔗
Do demihuman fighters get to roll for extraordinary strength?
 Yes; all warrior characters are entitled to exceptional strength rolls if they have strength scores of 18.Comment: Halflings to not roll for exceptional strength. Corrected in Sage Advice #156 p. 57Attributes: 2E, Class

Sage Advice #148 p. 10+12 (August 1989), Question: 12 🔗
Does armor interfere with the new ranger's animal empathy ability? What is that ability's range? Why don't druids have this ability?
 A ranger can wear any type of armor and still use animal empathy. The ranger must be close enough to the animal to attract the animals undivided attention (about 10 yards in a wilderness setting less, if the setting is something like a crowded marketplace that provides distractions). Individual DMs may give druids animal empathy if they wish. The rules don't give the druid this ability because a druids focus is on nature as a whole, not just on animals.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 13 🔗
Isn't the new ranger too limited in spells? Can a ranger pick more than one type of creature for an enemy?
 The ranger's two spheres give him plenty of spells. However, individual DMs might want to add a sphere or two; one campaign I am familiar with allows rangers to use healing spells. The DM has to decide what constitutes a valid enemy. Since the rules mention giants, it is probably acceptable to choose a class of creatures. Thus, a ranger from the FORGOTTEN REALMS™ setting might be allowed to choose the goblin races (see Cyclopedia of the Realms, page 46) as an enemy. A ranger can never choose two or more entirely different creatures as enemies.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 14 🔗
Can rangers wear elven chain mail and still use the special abilities described on page 28?
 Elven chain mail interferes with a ranger's special abilities; refer to Table 29 (page 39) for a list of penalties. Elven chain mail also negates the ranger's ability to use two weapons without penalty.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 15 🔗
Does the ranger's + 4 attack bonus vs. a specific type of adversary apply to both attack and damage rolls?
 The bonus applies only to attack rolls; see page 29.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 16 🔗
Can paladins become dual-classed characters?
 As clearly stated on page 44, there are no restrictions on the class combinations allowed to dual-classed characters, provided that alignment restrictions are respected. Most DMs, however, do not allow characters to combine subclasses (e.g., no bard/thieves, paladin/rangers, etc.).Comment: Revised Player's Handbook (black book) made it a hard rule that you cannot dual/multi-class in the same group. The Complete Bard's Handbook reintroduced it for bard multi-classes.Attributes: 2E, Class, Dual-class within group

Sage Advice #148 p. 12 (August 1989), Question: 17 🔗
With the large increase in the number of wizard spells, why wasn't there an increase in the minimum and maximum number of spells a wizard can learn? A wizard with an 18 intelligence can learn a maximum of 18 spells a level; that's less than half the number of first-level spells!
 The AD&D® game is one of choices. The additional spells are intended to create a greater variety of mage characters, not more powerful mages.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 18 🔗
Table 22 (page 31) shows the minimum ability scores required for specialist wizards. What is the minimum intelligence score required for a specialist wizard?
 Specialist wizards must have an intelligence score of at least 9, just like a normal wizard.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 19 🔗
What happened to the write spell?
 It isn't needed anymore. The primary function of the write spell was to allow a mage to add a spell to his books after he had failed his chance to know roll for that spell. In the 2nd Edition game, a mage can attempt a new chance to know roll each time he gains a new level. (See "Spelling It Out," in DRAGON® issue #147, for more information.)Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 20 🔗
What is the material component for the spectral hand spell?
 There is none. The "M" in the components' line is a typographical error.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 21 🔗
Does casting the first version of a flame arrow spell break invisibility?
 No, because this is not an attack.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 22 🔗
Does the delayed blast fireball spell have a damage limit?
 Yes. The limit is 10d6 + 10 hp damage.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 23 🔗
Several spells are missing from Appendix 5.
 Here are the schools for the omitted spells (at least the ones I know about): irritation deafness, fabricate and slow are alteration spells (fabricate is also an enchantment); Melf's minute meteors, evocation and alteration; locate object and know alignment, divination; geas, enchantment/charm.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 24 🔗
In Table 22 (page 31), the races allowed entry for diviners is any. Does this mean that a character of any PC race can be a diviner?
 No. Only races eligible for the mage class (humans, elves, and half elves) can become diviners.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 25 🔗
What happened to cantrips?
 Cantrips are still in the game. Just use the first-level cantrip spell. If you need help figuring out what kind of cantrips to cast, use your copy of Unearthed Arcana as a guide. Actually, things are better now for cantrip-using mages because they no longer need to waste spell book space on cantrips, and they are no longer limited to the few cantrips in their books.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 26 🔗
Since mages start the game with the ability to read spell books and to write in them, do they also have the ability to read and write their native languages?
 No. Magic is written in a special language.Attributes: 2E, Class

Sage Advice #148 p. 12 (August 1989), Question: 27 🔗
The new rules mention the possibility of fireballs detonating early and lightning bolts rebounding because of hitting an obstruction. My group and I thought these spells always hit, just as a magic missile spell does. If these spell do not always hit, how does the mage hit his opponent?
 The spells do always hit, after a fashion. In the case of a fireball, the missile bursts at the designated range unless it strikes an object before it gets there. Since the missile flies in a straight line between the caster and the target, it can be blocked by invisible barriers (such as walls of force) or by a bend in a passage obscured by an illusion or mirror.
 A lightning bolt is similar to a fireball in that the spell begins at a designated height and range, extending directly away from the caster. A lightning bolt is always either 40' or 80' long, and the caster must decide which when he casts the spell. If caster miscalculates and casts this spell into an area too small to contain it, the lightning bolt grows to its full length (as measured from the point where it strikes a barrier), heading back at the caster unless it smashes through the barrier (see page 151). Some readers have misread the example on page 151; lightning bolts do not bend or fold over when hitting a barrier. The 80' bolt in the example starts 40' away from the caster, travels 10', and strikes a barrier; the bolt must maintain its full length, however, so the opposite end of the bolt (starting from the point of origin) instantly grows out in the direction toward the spell-caster, extending 70' from its point of origin. Thus, the bolt's final length is 80'. A victim caught between the point of origin and the wall behind him is not struck twice by the bolt. The use of the word rebound in the spell's description seems to be the confusing element.
Comment: Spell corrected "SO'" to "80'" to make the sentance make sense.Attributes: 2E, Spell

Sage Advice #148 p. 12 (August 1989), Question: 28 🔗
The text under the new identify spell says a fully charged ring of three wishes radiates only faint magic. Is this an error?
 There is no error in the spell's description, but you have made an erroneous statement. The identify spell does not detect magic or its strength; it reveals an item's functions and charges. A ring of three wishes has only three charges, so it is faintly charged. Smart wizards use a detect magic spell, which can determine magical strength and type, before casting identify.Attributes: 2E, Spell

Sage Advice #149, September 1989

We present part two of our special edition of "Sage Advice" (continued from DRAGON issue #148), with an in-depth look at the AD&D® 2nd Edition Player's Handbook. All page numbers herein refer to the 2nd Edition text alone, unless otherwise stated.

Sage Advice #149 p. 10 (September 1989), Question: 1 🔗
Does a character need to spend two proficiencies in bastard sword use—one for one-handed use and one for two-handed use?
 This is up to the DM, but I suggest that two slots be required. One campaign I am familiar with allows characters with long sword or two-handed sword proficiency to use the bastard sword in its corresponding mode (in other words, a character who can use a long sword can use a bastard sword one-handed without penalty).Comment: The Complete Fighter's Handbook suggest indicates that only 1 proficiency slot is neededAttributes: 2E, Weapon

Sage Advice #149 p. 10 (September 1989), Question: 2 🔗
How can a sling bullet do the same damage as a heavy crossbow and more damage than a light or hand crossbow? Why would anyone bother with a crossbow when a sling has a better rate of fire, the same or better damage, a lower cost, and a lower weight?
 Slings are very effective weapons and are often underrated. The bullets are heavy, have excellent aerodynamic qualities, and are hurled with a great deal of force. Why doesn't everybody use a sling? Well, try to swing a sling underwater, while hiding in dense undergrowth, or from around a corner. Also, bow and crossbow specialists get a point-blank range category and the ability to fire before the initiative roll in some cases.Attributes: 2E, Weapon

Sage Advice #149 p. 10 (September 1989), Question: 3 🔗
The new rules (on page 106) say a character must make a system shock roll to be raised from the dead. If so, what are resurrection survival scores used for?
 This is a typographical error. System shock rolls are made when characters are exposed to magical aging, polymorphing, or petrification. Resurrection survival rolls are used when bringing slain characters to life again.Attributes: 2E, Weapon, Magical aging

Sage Advice #149 p. 10 (September 1989), Question: 4 🔗
How much does a wooden staff cost?
 Any character can cut and trim his own staff. Prepared staves cost 1 sp each.Attributes: 2E, Weapon

Sage Advice #149 p. 10 (September 1989), Question: 5 🔗
Can characters use missile weapons when fighting toe-to-toe with an opponent?
 Characters cannot aim and fire bows, use slings, or hurl hand-held weapons while in melee. Loaded and cocked crossbows can be fired in melee but cannot be reloaded. Since light and heavy crossbows are too large to be very handy, the DM might rule that they can be fired only when the user has initiative.Attributes: 2E, Weapon, Ranged in melee

Sage Advice #149 p. 10 (September 1989), Question: 6 🔗
How much damage does an arrow fired from a short bow do? Can flight or sheaf arrows be fired from short bows?
 Short bow arrows do 1-6 hp damage to targets of all sizes. No matter what sort of arrow is fired from a short bow, it does damage as a flight arrow (1d6/1d6).Attributes: 2E, Weapon

Sage Advice #149 p. 10 (September 1989), Question: 7 🔗
The charging rules say that a spear set vs. a charge does double damage, but this in not mentioned in the equipment list.
 Any weapon that can be set vs. a charge does double damage when so employed.Attributes: 2E, Weapon

Sage Advice #149 p. 10 (September 1989), Question: 8 🔗
Can a character attack while withdrawing?
 This is up to the DM, but I suggest not. If you do allow fighting withdrawals, the character making the withdrawal should get an attack only if there is an opponent following him. Even then, the character should attack last and with a -2 penalty to his attack roll.Attributes: 2E, Weapon

Sage Advice #149 p. 10+12 (September 1989), Question: 9 🔗
The rules mention nets, lassos, and mauls as possible weapons for clerics (page 34), but these weapons do not appear in the weapons charts (pages 68-69).
 A maul is a warhammer; see the Weapons Table on pages 68-69. Lassos and nets are not part of the 2nd Edition game and were mentioned in error. However, a typical war net is made from woven hemp cords and has small lead weights sewn into the edges. It is 5' across, weighs 6 lbs., and costs 12 sp. It takes two hands and 6' of clear space to throw a net, and the effective range is 30'. Any target hit by the net must save vs. breath weapon or become entangled. Entangled victims cannot fight or move, and defend at -2. Entangled victims wriggle free if they make a successful wrestling attack vs. AC 2; they can make one attempt to get free each round. When used as a melee weapon, treat a net as a scourge. A lasso is simply a rope with an adjustable loop. A successful hit with a lasso puts the loop around part of the target creature's body, but this does not necessarily immobilize the creature; the DM has to decide where the loop is (around the neck, a limb, the upper body, etc.) and assess the appropriate penalty. Since the lasso's wielder can pull the loop tight, the only way to escape, short of killing the wielder or getting the rope away from him, is to cut or break the rope.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 10 🔗
A broad sword is mentioned as a thief's weapon (page 38), but the broad sword is not described.
 Use these statistics for that weapon: cost 10 gp; weight 4 lbs.; size M; type S; speed factor 5; damage 2d4 (S-M)/1d6 + 1 (L).Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 11 🔗
What is the rate of fire for a high-level fighter using an arquebus?
 The rate of fire for any missile weapon stays the same for all users regardless of level, except for specialized users (see Table 35, page 52).Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 12 🔗
How can a character become proficient with an arquebus? Wouldn't this require a large or even unlimited supply of powder and shot? If the character chooses to specialize, what would the rate of fire be?
 This is up to the DM, but your suggestion regarding gunpowder supplies sounds reasonable because the character would have to practice with the weapon. Arquebus specialists rates of fire are: 1st-6th level, 1/3; 7th-12th level, 1⁄2; 13th level and up, 1/1.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 13 🔗
Can a fighter attack with a long sword in each hand?
 No; two-weapon attacks are limited to one medium and one small weapon, or to two small weapons.Comment: This was added in The Complete Fighter's Handbook with Two-weapon style specialization.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 14 🔗
Can a fighter who is specialized with two weapons use them both at the same time and get the damage bonus and multiple attacks for each hand? Does a fighter get a strength bonus for each hand?
 Fighters can specialize with only one weapon. Any character attacking with two weapons gets one—and only one—extra attack per round; the character gets the full number of attacks for the primary weapon and one attack from the secondary weapon. The DM can allow strength bonuses for each hand, but I do not recommend it. Limit strength bonuses to one weapon or the other, or allow the character to split the bonus between weapons.Attributes: 2E, Two weapons Strength, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 15 🔗
How large are light crossbow quarrels and short swords?
 Light quarrels and short swords are small weapons. To preserve game balance, you might want to disallow the use of short swords as secondary weapons in two-handed attacks.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 16 🔗
What happened to weapons' space requirements?
 Space required for melee weapons can be inferred from their sizes and types. Bludgeoning or slashing weapons generally require as much clear space for use as their lengths. Piercing weapons and most missile weapons generally require 1' of clear space.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 17 🔗
Why can't blunt melee weapons be used in nonlethal combat? It seems to me that a weapon like a mace would be better for knocking out a creature than a sword would be.
 As explained on page 98, a mace has no "flat" side that can be used at less than full effect. Still, since using a weapon in nonlethal combat carries a -4 attack roll penalty, you could assume that the mace wielder could "pull the blow" and inflict reduced, temporary damage.Attributes: 2E, Weapon

Sage Advice #149 p. 12 (September 1989), Question: 18 🔗
On page 101, the section on saving-throw priority says Table 60 is set up in order of priority. But the example given contradicts this.
 Table 60 is correct; the example is wrong.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 19 🔗
What is the conversion rate between the 1st Edition monetary system and the 2nd Edition monetary system?
 The new system is close enough to the old one so that you need not convert treasures or prices. (Prices in the 2nd Edition game tend to be higher, but this reflects adjustments in the relative values of some items, not a decline in the value of currency.) The only real difference is that silver and copper pieces have doubled in value with respect to gold (compare page 35 of the 1st Edition Players Handbook with page 66 of the 2nd Edition Player's Handbook). If you are a stickler, cut the number of copper and silver coins in any 1st Edition module's horde by half to reflect the new values of those coins.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 20 🔗
When setting prices for items not listed in the 2nd Edition game, what is the conversion rate between U.S. dollars and gold pieces?
 An AD&D game gold piece is worth approximately $20 when comparing buying power. Note that if a group of AD&D game adventurers found themselves in a modern setting, their gold pieces would be next to worthless as legal tender, but very valuable for their gold content.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 21 🔗
Can the various subclasses be used in multiclassed combinations (e.g., a half-elf ranger/thief, or an elf mage/bard)?
 No; only the classes listed on page 44 can be used in multiclassed combinations.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 22 🔗
Do multiclassed characters still divide their experience points among classes?
 Yes; see page 44.Attributes: 2E, Class

Sage Advice #149 p. 12 (September 1989), Question: 23 🔗
When a character temporarily loses one point of constitution from long-distance swimming, does he also lose bonus hit points gained from that point of constitution?
 Yes; any constitution loss strips bonus hit points gained from the lost points. Temporary constitution losses thus produce temporary hit-point losses.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 24 🔗
Are alignment languages used?
 Alignment languages are not part of the 2nd Edition game.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 25 🔗
Do drow and deep gnome PCs still have the abilities attributed to them in Unearthed Arcana?
 All subraces in the 2nd Edition game are treated just like members of the appropriate main race. However, individual DMs are free to retain Unearthed Arcana attributes for drow and deep gnomes.Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 26 🔗
What are the size classes of each of the PC races?
 Halflings, dwarves, and gnomes are small creatures. Humans, half-elves, and elves are medium (man-size) creatures.Comment: Dwarves are suggested to be considered man-sized when handling weapons, i.e. a dwarf can carry a M-sized weapon in 1 hand. This is suggested in Sage Advice #174. Dwarves being size M for all purposes is said in #235Attributes: 2E

Sage Advice #149 p. 12 (September 1989), Question: 27 🔗
What good is the healing proficiency if a character can regain the hit points just by resting for a day?
 First, the healing proficiency restores lost hit points to characters who do not or cannot spend an entire day resting. Second, the two forms of healing are cumulative, so that a character who rests an entire day and receives treatment from a character with healing skill regains 1d3 + 3 hp/day. Note that a character who tends wounded characters is not considered to be resting.Comment: The bonus healing from the Healing proficiency is a flat rate of 1,2 or 3 (with Herbalism). The random 1d3 healing is for immediate care after someone has taken damage.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 28 🔗
According to Table 65 (page 122), unskilled characters have a base climbing chance of 40%. The same table notes that a character who spends one slot for the mountaineering proficiency also has a 40% climbing chance. Is this an error, or do characters have to spend two slots before they are better climbers than unskilled characters?
 Yes, there is an error. The base climbing chance improves 10% for each slot spent on mountaineering; thus, a character with one proficiency slot in this skill has a 50% base climbing chance.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 29 🔗
According to Table 67 (page 123), it is impossible to climb a "dry" ice wall, but a character can climb a slippery ice wall at one-fourth the normal climbing rate. Is this an error?
 This is not really an error. All ice walls qualify as slippery surfaces—there are no dry or slightly slippery ice walls.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 30 🔗
Chapter 7 says a character can try to disbelieve an illusion just by spending a round doing so. Furthermore, if the player can give a good reason why the character is disbelieving, the DM can give a bonus to the saving throw. But Appendix 2 says a reason must be given for any disbelief attempt to succeed. Which is correct?
 Chapter 7 is correct. Appendix 2 is intended to remind players that disbelief is never automatic; disbelief must be active. In other words, do not check for disbelief unless a player says his character is disbelieving; if the character has a very good reason to disbelieve and if the player can explain this reason to the DM; a bonus to the disbelief roll might be awarded. The text in Appendix 2 is also intended to convey to players that they cannot avoid illusions by having their characters disbelieve everything that comes along. The DM need not quiz the player about the exact reasons for disbelief, but the DM should be convinced that the character has some legitimate reason for disbelieving an illusion before he allows a saving throw.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 31 🔗
Do full and field plate armor still absorb damage?
 No, they don't.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 32 🔗
What good is a helmet? Does any suit of armor come with one?
 Helmets protect the head and are important to any character with a humanoid body. Every suit of armor is assumed to include a helmet whose construction is similar to the armor. If an armored character wears no helmet, he loses one armor class (for example, AC 4 becomes AC 5).Comment: Further expansions on the rules for helmets are in The Complete Fighter's Handbook and Player's Option: Combat & TacticsAttributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 33 🔗
I was shocked to see that TSR, Inc. condones the killing of baby dragons (as graphically illustrated by the color plate on page 7).
 With the new information on dragons given in the first Monstrous Compendium (TSR product #2102), available in July, PCs are going to have to catch dragons while they are small if they are going to have any chance to kill them at all (see also "The New Ecology of the Dragons," in DRAGON issue #146, for more information).Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 34 🔗
If the proficiency system is used, do demihuman characters have to spend a slot to learn the common tongue since they begin with their native tongue only?
 Strictly speaking, demihumans must spend a slot to know Common. However, DMs should feel free to give Common to demihuman characters for "free." It can be fun to role-play characters who cannot speak with each other, but this kind of play can bog down the game and usually gets boring after a few sessions.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 35 🔗
Can the running nonweapon proficiency be used with the jogging/running rule? Are the two cumulative?
 A character using the running proficiency cannot use the jogging rule (he is already moving as quickly as the jogging rule allows). He can, however, use the running rule to increase his speed. If the character fails one of the ability checks for continued running, he must follow the rules on page 120, and has finished using his running proficiency for the day.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 36 🔗
Page 45 says a dual-classed character who loses a level to an energy drainer will lose his highest level; if drained again, he loses the level that is hardest to replace. However, the example shows a character losing one level in each class to a wight. What is the correct procedure?
 A dual-classed (or multiclassed) character who loses a single level to an energy drain always loses his highest level, no matter how many times he is drained. If his levels are equal, he loses the level that takes the most experience to regain. The example on page 45 is correct only if the character loses two levels at once. In this case, the dual-classed character loses one level from each class, just as in the 1st Edition AD&D game.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 37 🔗
I thought falling damage was cumulative per 10', reaching 20d6 at 60'. What happened?
 The controversy over falling damage has been settled. Falling damage is 1d6 for each 10' (or fraction of 10') fallen. The reasons are thoroughly explained on page 104. Individual DMs are free to plague their players with any variant falling damage systems they can devise.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 38 🔗
Does a character take falling damage if he deliberately jumps?
 In most cases, yes. If the DM wants to simulate short jumps, I suggest calling for a dexterity check. If the check succeeds, subtract 10' from the jump's height—that is, a 10' jump inflicts no damage, a 20' jump inflicts 1d6, and so on. Failure results in a normal fall.Attributes: 2E

Sage Advice #149 p. 13 (September 1989), Question: 39 🔗
Are the nonweapon proficiency modifiers shown in Table 37 (page 54) applied to the die roll or to the ability score?
 The adjustments are made to the character's ability score.Attributes: 2E

Sage Advice #150, October 1989

Combat and melee in the AD&D® 1st Edition game make up this month's topic, with special advice on fighting hydras. All references to the Dungeon Masters Guide and Players Handbook in this article are to the 1st Edition versions of those volumes. In all cases, the information in the AD&D 2nd Edition volumes takes precedence where there is a contradiction between those rules and this column.
 But first, a special word from the sage, then one from the editor.

Sage Advice #150 p. 8 (October 1989), Question: 1 🔗
Why haven't you answered my 27 letters, each with 57 questions on my favorite game system? You said you would reply if I sent an SASE with each letter. Why don't you give a seminar at the GEN CON® game fair? If I come to Lake Geneva, can I meet you and ask you questions?
 Although the "Sage Advice" in DRAGON issue #121 said the sage would make personal replies, I receive so many letters that I cannot answer every one. (However, if you don't enclose an SASE, I cannot reply at all.) Usually I reply only to letters that have questions I can use in the column, so that all the readers get the benefit of my time. Needless to say, I don't give extended private interviews in Lake Geneva or anywhere else.
 If you want to increase your chances of getting a personal reply, do the following:
 1. Look through your books for your answers, and be sure to consult the indexes (if the books have them). Often, with a little extra effort, you'll find rules that have eluded you.
 2. Keep your letter short. Decide what you really need to know, and stick to the most important questions. As I've stressed before, role-playing games involve choices and decisions; don't be afraid to make some on your own.
 3. Include the title of the book and the page number that contains the rule you are asking about; this saves me a lot of page flipping.
 My work with the RPGA™ Network keeps me busy at almost every game convention I attend, and seminars are not the best place to answer rules questions. I'm not an encyclopedia of game knowledge. I rely on a big library and a large network of personal contacts to find answers, and few people would be entertained by watching me flip through my books and consult my files while I struggle with a tricky question. Still, I do answer some questions at conventions; just keep them short, and don't interrupt me while I'm running a game. Also, some conventions I attend collect written questions for me so that I can use them in the column or work on them during the show and discuss the results with anyone who is interested.
 Skip Williams
Attributes:

Sage Advice #150 p. 8 (October 1989), Question: 2 🔗
Why are you still running questions for the AD&D 1st Edition game now that the AD&D 2nd Edition game is on the market?
 DRAGON Magazine will continue to use material specifically for the AD&D 1st Edition game simply because so many people use that edition. The 2nd Edition has only been out for six months, but the 1st Edition game has been available for over a decade. (Remember, too, that material for one edition can usually be used with the other with ease.) As time goes on, we expect that more players will switch to the 2nd Edition game, and our coverage of that system will increase. We want to offer the most useful material to the largest number of gamers.
 Roger E. Moore
Attributes: 1E

Sage Advice #150 p. 8-9 (October 1989), Question: 3 🔗
What is the proper way to handle a fight with a hydra? Does the creature's effective hit dice drop as it loses heads? Will damage to the creature's body kill it? How do area-effect spells such as fireball effect the heads? How does one determine when a lernaean hydra's regeneration ability is stopped?
 Hydras do pose a few problems, especially when magic is involved. I suggest the following rules for handling combat with a hydra.
 A hydra's effective hit dice do not drop as the creature loses heads. With respect to melee, each of a hydra's heads is treated as a separate creature. Each head dies when it reaches zero hit points, and excess damage does not carry over to another head. When all heads are reduced to zero hit points, the creature dies immediately. Hits to a hydra's body will kill it; the body has as many hit points as the total hit points of its starting heads. When the body is reduced to zero hit points, however, the creature continues to fight as long as it has at least one living head. It will then fight for an additional 2-8 rounds or until the body is reduced to -20 hp.
 A lernaean hydra's regeneration ability makes it a tougher nut to crack. The individual heads can be slain in the normal manner; however, a fire source must be applied to each slain head or it will regenerate. Burning hands is the easiest way to scorch the stumps or sundered heads. A torch, flask of oil,. or flame tongue sword will stop a single head's regeneration if applied in time. Any successful hit on the slain head will stop regeneration. A lernaean hydra stays alive as long as it has one living or regenerating head (hits to the creature's body not withstanding).
 When any hydra is affected by an area spell such as fireball or lightning bolt, the heads are treated as a single entities, with the damage distributed as evenly as possible among the heads. Although the heads are separate melee targets, they are still part of the same creature. The creature's body suffers as much damage as the heads took in total (i.e., the hydra gets one saving throw, but the heads and the body each take damage).
 Spells that can kill a creature outright such as death spell, power word kill, or disintegrate kill the creature only if it fails its saving throw (if applicable). When determining a hydra's resistance to such spells, its effective hit dice are equal to its starting number of heads (or peak number, in the case of a lernaean hydra), and its effective hit points are equal to the total hit points of all the heads (damage to the body notwithstanding).
 A spell that affects one creature or a limited area (such as magic missile or burning hands) must be directed either at the body or at one or more heads of the hydra, according to the limitations of the spell. Spells such as charm monster, hold monster; or slow affect the entire creature, as the beast effectively has only one brain—perhaps at the base of the necks inside the body.
Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 4 🔗
What happens if a magic-user uses a sword when in desperate need?
 If a character's need is truly great, the DM can allow any class of character to use a weapon prohibited to his class. The normal nonproficiency penalty applies (perhaps with an additional - 1 to hit). If a player falls into the habit of declaring his characters in desperate need too often, however, the DM should either disallow the use of the prohibited weapon or give the character no experience award for completing the adventure.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 5 🔗
What are the effects of blindness and deafness on spell-casting?
 Blinded creatures are unable to cast any spell that requires a target, but spells that can be cast on an area (such as fireball) or delivered by touch (such as cure light wounds) may still be used. Deafness can cause spells with verbal components to be miscast and fail. The failure chance is up to you, but it shouldn't exceed 20% (less for spells with short casting times). The cleric spell holy word has a deafness effect that causes spells to fail 50% of the time; this is due mostly to the extreme power of the holy word, not merely the deafness.Comment: Holy word deafness repeated in #256Attributes: 1E, Blindness, Deafness, Touch spells

Sage Advice #150 p. 9 (October 1989), Question: 6 🔗
What is the significance of weapon speed factors?
 Weapon speed factors allow for comparison among weapons. The lower the speed factor, the quicker the weapon. Their most common use (and the only use mentioned in the rules) is for breaking ties on initiative. When a tie occurs, compare weapon speed factors; the lowest factor goes first. However, on the first round of a melee, when the opponents are closing, the longer weapons have the advantage. The advantage is also with mounted opponents attacking or defending against unmounted opponents and with characters who are defending or attacking from above. Spellcasting time is equivalent to the weapon speed factor. That is, a weapon with a speed factor of 3 is as slow as a three-segment spell for purposes of tie breaking.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 7 🔗
How do you use the weapon to-hit adjustment tables in the Players Handbook (page 38) and Unearthed Arcana (page 27)? I don't understand what they mean.
 The tables list the bonus or penalty given to a weapon against the basic armor types. For example, the line for Axe, Hand reads: -5, -4, -3, etc., for AC 0, AC 1, AC 2, etc., respectively. Full plate armor and shield gives AC 0, so a hand axe has a -5 to hit vs. full plate armor and shield. If the target were wearing full plate armor + 1 and using no shield, the adjustment is still AC 0. However, full plate armor alone is AC 1, so you use the AC 1 column regardless of magical bonuses, and the hand axe has a -4 to hit. The same holds true for dexterity bonuses. These tables are for attacking humans, demi-humans, and humanoids—never for attacking monsters. Use of the tables is strictly optional; they were included in the game mainly to satisfy the real history buffs who know that certain weapons were much more effective than others on the medieval battlefield.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 8 🔗
What do the following weapons look like: bardiche, spetum, voulge, guisarme, halberd, and scimitar?
 Some of the less-known weapons in the AD&D game are pictured and described in Unearthed Arcana, pages 123-128. The weapons depicted on these pages include everything on your list except the scimitar. A scimitar is simply a curved broad sword used by Arabs and Saracens. If you've seen any movies depicting the Middle East during the crusades, you've seen scimitars.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 9 🔗
What is a morning star?
 A morning star looks like a long, thin club with spikes or flanges at the business end. The morning star in the AD&D game is similar to a mace but is longer and heavier. Some books on weapons identify a ball and chain as a morning star, but this combination is considered to be a flail in the AD&D game.Attributes: 1E, Weapon, Morningstar

Sage Advice #150 p. 9 (October 1989), Question: 10 🔗
Why did Unearthed Arcana take shields away from assassins? It seems a high price to pay for the option of having a good alignment.
Unearthed Arcana is in error. Assassins may use shields but not during a melee round in which the character is engaged in the act of assassination. The alignment expansion was not an error.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 11 🔗
Can a character with a girdle of giant strength throw a halberd? When one of my players tried to do this I allowed it, but with a big to-hit penalty.
 You were correct. Pole arms are not intended to be thrown, no matter what the thrower's strength. Anything, however, can be thrown with some chance of success. For throwing a pole arm, we suggest a to-hit penalty of -4 at short range (10' or less), -6 at medium range (11-20'), and -9 at long range (21-30'). We also suggest that you use these ranges outdoors where other missiles have ranges measured in yards. A pole arm is far too long for a human-sized creature to throw like a hand axe (so that the weapon spins or tumbles), no matter how much strength is available. Spear-type throws are possible, but hits can inflict damage only if the pole arm that is thrown has a spear point. Use spear damage (1-6) in this case, not pole-arm damage.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 12 🔗
What are the effects of total darkness on combat? When last faced with this problem, I simply ruled that everything within the darkness was invisible, and I applied the -4 to-hit penalty.
 You handled the situation correctly. More information on the effects of darkness is given on page 32 of the Dungeoneer's Survival Guide.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 13 🔗
What does the space requirement listed for each weapon mean?
 The space requirement is exactly that: the minimum space a character must have in order to use a weapon. For example, a fighter must be standing in a space at least 4' wide to use a battle axe. Space requirements are cumulative; therefore, two fighters using battle axes side-by-side would require 8' of space.Attributes: 1E

Sage Advice #150 p. 9 (October 1989), Question: 14 🔗
Can creatures with at-will abilities use such abilities while attacking? Can they use several abilities in the same round, say one per segment?
 Creatures that have at-will abilities may use one such ability, once per round, in addition to normal movement or attacks.Attributes: 1E

Sage Advice #150 p. 9-10 (October 1989), Question: 15 🔗
Can magic-users move during a round when they cast spells?
 A magic-user must remain stationary only as long as the casting time of the spell. After casting a spell, the mage can move during the remainder of the round. For example, a fireball takes three segments; therefore, the mage casting it could have seven segments worth of movement after casting the spell. See page 102 of the Players Handbook for per-segment movement rates.Attributes: 1E

Sage Advice #150 p. 10 (October 1989), Question: 16 🔗
Is it possible for a character to leave a melee without exposing his back?
 The DM might allow a character to back out of a melee at half speed so that the opponent's free attack would be frontal. Some campaigns allow a friendly character to cover for a retreating character so that the extra attack is resolved normally against the the character who is covering.Attributes: 1E

Sage Advice #150 p. 10 (October 1989), Question: 17 🔗
Can fighters with multiple attacks attack more than one opponent per round?
 Yes; so can monsters and the members of other character classes that get multiple attacks.Attributes: 1E

Sage Advice #150 p. 10 (October 1989), Question: 18 🔗
How long does paralyzation last? Is it permanent until cured? What cures paralyzation? What is paralyzation, really?
 In medical terms, paralyzation is the loss of sensation in part of the body as the victim's brain, for one reason or another, no longer controls the body. The uncontrolled muscles relax, and the victim goes limp. Autonomic muscles, such as the heart and lungs, are unaffected. Some kinds of paralysis in the AD&D game (paralysis caused by ghouls and ghasts, for example) cause the victim to become rigid and immobile. In either case, paralysis affects only the body, not the mind. The victim can still think and use psionics or any form of movement that does not require muscular effort. For example, if a character becomes paralyzed while using a fly spell, he can still fly until the spell runs out.
 Paralyzation is not permanent. It can last anywhere from several rounds or turns to as much as a day. It can be removed with a remove paralysis spell (which removes paralysis of all types) or by a cure disease, neutralize poison, or dispel magic spell, depending on what caused the paralysis. Paralysis caused by undead creatures is disease- or fear-based; paralysis caused by living creatures is poison-based; paralysis caused by a glyph of warding or the illusionist spell paralyzation is magic-based. The AD&D 2nd Edition Monstrous Compendium, Volume 1, lists the duration for ghoul paralysis as 3-8 rounds and ghast paralysis as 5-10 rounds. Paralysis caused by more powerful creatures lasts longer; lich paralysis, for example, lasts until dispelled.
Attributes: 1E, 2E

Sage Advice #150 p. 10 (October 1989), Question: 19 🔗
Can a character with a bastard-sword proficiency also use long swords and two-handed swords, or does the character instead, require a proficiency in both long and two-handed swords?
 Each weapon on the weapons lists requires a separate proficiency Although a bastard sword can be used one-handed with the same effect as a long sword, its larger size requires different handling. Likewise, the bastard sword requires different handling than the longer and heavier two-handed sword. However, if a character is proficient in bastard sword, he may use that sword either way.Attributes: 1E

Sage Advice #150 p. 10 (October 1989), Question: 20 🔗
What is a bastard sword's space requirement and speed factor when used one-handed?
 The same as when it is used two-handed.Attributes: 1E

Sage Advice #150 p. 10 (October 1989), Question: 21 🔗
If a fighter is specialized (or double specialized) in a bastard sword, does he get the specialization bonuses when using the sword two-handed and one-handed?
 A bastard sword is primarily a two-handed weapon. For purposes of game balance, it is best to limit specialization bonuses to two-handed use (or let the player choose).Attributes: 1E

Sage Advice #150 p. 10+36 (October 1989), Question: 22 🔗
When a character gains proficiency with a multipurpose weapon (such as a kusari-gama in Oriental Adventures), does the character automatically gain proficiency with the weapons that correspond with each function (in this case, with chain and kama)?
 The situation is analogous to that of the bastard sword described previously. Knowledge of the combination weapon does not necessarily allow use of its component weapons. The techniques required to use each of the weapons you mentioned are different. The governing principle in both of these cases is the no-free-lunch rule: You can't get two or more proficiencies for the price of one simply by selecting a multipurpose weapon.Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 23 🔗
When do charging characters attack? What are the effects of a charge?
 Charging monsters or characters may attack normally at the end of their charge; exactly when depends on the reach of the weapons being used (longer weapons attack first). The charge movement, initiative, and affects chance to hit. See the DMG, page 66, for more details on charging.Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 24 🔗
How do high dexterity scores or a short sword of quickness affect initiative?
 High dexterity never affects initiative; it affects only surprise. A short sword of quickness allows the wielder to attack first. This is not the same has having the initiative; a thief-acrobat (for example) cannot automatically evade each round simply because he has a short sword of quickness. He must win the die roll before he can evade.Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 25 🔗
Can missile weapons, other than hurled melee weapons, he used in melee?
 No, missiles cannot be fired or hurled when the firing character is in melee. Furthermore, bows and arrows are not melee weapons and cannot normally be used in hand-to-hand combat. A bow or crossbow could, however, be used for pummeling (see Unearthed Arcana, page 107).Attributes: 1E, Weapon, Ranged in melee

Sage Advice #150 p. 36 (October 1989), Question: 26 🔗
Can a character fire a missile into a melee without hitting friendly characters? If not, what is the chance of hitting an ally?
 This depends on the situation. When firing into a melee, use the following procedure:
 The character firing the missile declares which creature he is targeting. (Any of the character's allies who are fighting with the target creatures are potential targets for the missile.) Randomly determine which target will actually be in the path of the missile. If the figures in the melee are about the same size (e.g., human vs. human, elf vs. dwarf), there is an equal chance that either the enemy or an ally could be the missile's actual target. If the die roll indicates that an ally will be the actual target and there are multiple allies fighting the intended target, randomly determine which ally is the actual target.
 Roll the to-hit number. If the appropriate number for the target's armor class is rolled, then the target is hit whether or not the character firing the missile wanted to hit that target. If the creatures in the melee are of different sizes, the larger creatures are more likely to be hit. I suggest a two-thirds chance (1-4 on 1d6) to hit the larger target when the height difference is 2-3' (ignore height differences of less than 2'). If the height difference is more than 3', allow the missile to hit the larger target automatically if the firer wishes; otherwise, the chance to hit the larger target is 5 in 6.
 Many campaigns exempt the magic missiles spell from this rule. Magic missiles are assumed to unerringly strike their targets.
Comment: Fixed missing end parenthesis. Original text was "... 1d61" instead of "... 1d6)"Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 27 🔗
Is it possible to use an object for nonlethal combat? How much damage would a chair or bar stool do?
 Yes, you can use odd objects for nonlethal combat. The amount of damage such objects can do depends on their hardness and mass. See Unearthed Arcana, page 107.Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 28 🔗
How far can objects be tossed or thrown?
 The maximum range for any tossed object is 5" (a stone) or 3" (a flask of oil or a vial of holy water), as long as the object is reasonably compact. Large, bulky objects have a maximum range of 2" or less, depending on the situation.Attributes: 1E

Sage Advice #150 p. 36 (October 1989), Question: 29 🔗
How do you handle gaze attacks?
 A creature with a gaze weapon may use it on one opponent per round in addition to any physical attacks. If the creature is unintelligent, this will be a random opponent. Intelligent creatures may pick their victims. Any opponent who can see the creature can be subject to the attack. The opponent who is subjected to the gaze attack must save vs. petrification. Some campaigns allow opponents to avert their eyes and become immune to the gaze attack, but such opponents attack and defend at a -4 penalty, and the decision to avert the eyes must be made prior to both the initiative roll and anyone knowing where the gaze will be directed. Some DMs may rule that if an entire party is surprised, all must save against the gaze during the first surprise segment of the encounter (several party members could accidentally meet the creature's gaze during the confusion of the surprise segment).Attributes: 1E

Sage Advice #150 p. 36+38 (October 1989), Question: 30 🔗
I seem to recall some rule about a penalty when a character makes more than one attack in a round. Is there such a rule?
 We can refer to page 70 of the DMG for this answer. The reference states that a character may use a second weapon instead of a shield, provided that the second weapon is a dagger or hand axe. Otherwise, there is no penalty for multiple attacks.Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 31 🔗
Is there any way to prevent a vorpal weapon from severing the neck if the attack roll is high enough?
 No. However, the DM might choose to introduce some kind of protective magic that would do this. Note the limitations given on page 166 of the DMG. The DM might choose to introduce some additional limitations; for example, it would be impossible for a human to sever a cloud giant's neck unless the giant was bent over or the human was flying or levitating.Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 32 🔗
Will unholy water harm a paladin?
 Yes. It is created by an evil ritual and is harmful to paladins and good creatures of extraplanar origin such as devas and solars.Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 33 🔗
Can a cleric turn undead, then attack, run away, or cast a spell in the same round? Or does he stand there for a whole round, give up shield and dexterity adjustments to armor class, and hope that the turning works?
 Turning undead is a separate activity. A cleric who turns undead may not fire missiles, melee, or cast spells in the same round as he turns undead, although he defends normally and may be able to move (DM's option).Attributes: 1E, Turn Undead

Sage Advice #150 p. 38 (October 1989), Question: 34 🔗
The monk ability quivering palm does not work on creatures that are struck only by magical weapons. Looking at the DMG, I see that creatures that are themselves immune to normal weapons can hit other creatures that are immune to normal weapons. Does the reverse hold true? That is to say, are those creatures that can hit creatures immune to normal weapons immune to normal weapons themselves? Specifically, are high-level barbarians immune to normal weapons and quivering palm?
 The barbarian's ability to hit those creatures that are normally hit only by magic weapons does not protect him from nonmagical weapons or a monks quivering palm.Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 35 🔗
Can a torch be used as a weapon? How far can a torch be thrown? There are some instances when it is desirable to use a torch as a secondary weapon; is this allowed?
 Torches can be used as primary weapons; treat them as clubs for all purposes—even when throwing and inflicting damage, assuming that the torch is lit and the target is not immune to fire. A torch may be used as a secondary weapon if the DM thinks the situation warrants it. Apply the "Attacks With Two Weapons" rule on page 70 of the DMG. If players attempt to abuse the privilege, the DM might have a character set fire to himself or his equipment. Have the torch either save vs. normal blow as thin wood, or break. The fire has a 10% chance of going out per blow.Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 36 🔗
How long does it take to draw a weapon?
 Any weapon can be drawn in one segment (this effectively adds one segment to the weapon's speed factor). Common sense, however, dictates that a character who draws a weapon during a melee will lose initiative to a character who has already drawn his weapon, unless the character with the drawn weapon must use the segment that is required for the draw in order to close to melee range. Note that sheathing a weapon takes a bit longer; changing weapons carefully takes a full round (see Oriental Adventures, page 54).Attributes: 1E

Sage Advice #150 p. 38-39 (October 1989), Question: 37 🔗
How come a low-level character gets only one attack per round? A one-minute melee round certainly allows time for several attacks, especially if the character uses a light weapon such as a dagger.
 A single melee attack in the AD&D game assumes the exchange of several blows. The player's single attack roll represents the result of a series of attacks by the character, not just a Single blow. See the DMG, page 61, for more details. High-level characters who are allowed multiple attacks do not actually strike more blows; their greater experience merely allows them to strike a larger percentage of telling blows.Attributes: 1E

Sage Advice #150 p. 39 (October 1989), Question: 38 🔗
Unearthed Arcana (page 78) says that a sap will stun an opponent if it hits him in the head when the head is uncovered. Since there are no hit location tables in the AD&D game, how do you determine if the sap hit the opponent's head?
 The DMG has a rule that says an intelligent creature can aim a blow at an opponent's head half the time (1-3 on 1d6). While this rule (see page 46) encourages characters to wear helmets, I think it's a bit excessive. Try any of the following for adjudicating attacks with a sap:
 Any attack roll four or more over the minimum score needed to hit the target strikes the head. Strength bonuses don't count when determining the minimum score to hit, but bonuses for rear attacks (including a thief's back-attack bonus) and attacks on prone opponents do count.
 Treat the sap as a pummeling implement, and use the rules on page 107 of Unearthed Arcana. The sap does no damage unless a stun is scored. It has the chance of a large and hard object to stun, and does normal sap damage (1-2) when a stun is scored. A sap is a weapon and negates the initiative penalty for pummeling attacks. Roll a 1d6 before each attack; a one indicates that the attack will strike the head if the sap hits.
Attributes: 1E

Sage Advice #150 p. 38 (October 1989), Question: 39 🔗
The DMG gives a procedure on page 70 for attacking magically sleeping opponents, but what about normally sleeping opponents?
 The to-hit bonus vs. normally sleeping opponents is +4.Comment: This clarification is what have been left out in 2E and is what is referenced in Sage Advice #265Attributes: 1E

Sage Advice #151, November 1989

This month, "Sage Advice" looks at the AD&D® Oriental Adventures volume. Page numbers cited herein refer to that game volume by David "Zeb" Cook.

Sage Advice #151 p. 8 (November 1989), Question: 1 🔗
What do the birth ranks generated on table 38 (page 31) really mean?
 As explained on page 31, the exact circumstances of a character's birth are up to the DM. The higher the initial die roll, the better off the character's family is. A first rank character, for example, probably comes from a well-to-do family with clear connections to the imperial family, or perhaps the character belongs to the imperial family (he might be a distant cousin). Upper-class families are skilled artisans, scribes, or wealthy merchants.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 2 🔗
I don't understand the birthright rules on page 34. How do you use birth rank in order to modify the chances for a birthright? If you subtract birth rank from the number of rolls on table 40, then characters with low ranks never receive birthrights, right?. Also, not all the results on the birth rank table (table 38, page 31) have numerical values.
 The term "birth rank" is used incorrectly on page 34. The term that should be used here is "birth order" (see Unearthed Arcana, page 83). An only child has a birth order of zero. A character born late in the birth order might not receive any birthright even in a wealthy family.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 3 🔗
How frequently are the generals of the animal kings encountered?
 The "frequency" listing does not apply to these beings, as they appear only when their kings send them on errands. The DM must decide where and when they appear. If you wish to include them on a special random encounter table, assuming that PCs might encounter a general while it is abroad on some errand. Their frequency should be very rare at best.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 4 🔗
Can samurai PCs become daimyos? If so, at what level?
 Samurai characters can become daimyos but not simply by virtue of level. The character must first gain control of a province, either by conquest or by imperial decree (or both). Once control is firmly established, the character becomes a daimyo. The character must be at least 10th level in order to have the hierarchy of followers described on page 22 of the Oriental Adventures tome.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 5 🔗
Can Oriental characters have psionic abilities?
 Psionics are optional in an Oriental setting using the AD&D 1st Edition rules, just as they are in non-Oriental settings.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 6 🔗
How do you determine the value of gems found during an Oriental adventure?
 Use the gem section of the 1st Edition Dungeon Masters Guide (pages 25-26) or the 2nd Edition DMG (page 134) to determine values and properties of gems.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 7 🔗
Why hasn't TSR published Oriental Adventures character sheets?
 The newest AD&D character sheets (TSR product number 9264) are designed to work with Oriental characters.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 8 🔗
Several character classes must have the calligraphy proficiency. The class descriptions seem to indicate that calligraphy costs one slot, but table 61 says it costs two slots.
 Calligraphy requires two slots.Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 9 🔗
How many proficiencies do monks and yakuza get?
 The following additions/changes apply to table 56 (page 51):
Class Initial #
of Prof.
Add Prof.
per level
WNPP
Monk 5 1/2 - 3
Yakuza 3 1/3 - 3
Attributes: 1E

Sage Advice #151 p. 8 (November 1989), Question: 10 🔗
Can the explanation of the wu jen's chance to know a spell on page 25 be used in non-Oriental campaigns?
 The method described on page 25 is the same as the method described in the 1st Edition Players Handbook, so there is no harm in using the Oriental Adventures explanation in non-Oriental campaigns based on the 1st Edition books. However, the 2nd Edition Player's Handbook does not allow a chance-to-learn check for a spell until it is found (see page 16 of that volume).Attributes: 1E, 2E

Sage Advice #151 p. 8-9 (November 1989), Question: 11 🔗
How do Oriental characters gain levels? Do they have to train? When do wu jen get new spells?
 Oriental characters gain levels by accumulating experience and training. They must pay training costs (see page 86 of the 1st Edition DMG or page 49 of the 2nd Edition DMG). Wu jen should gain new spells whenever they gain the ability to cast them and have access to such spells. For example, at 3rd level, a wu jen gains the ability to cast a second-level spell; he can do so if he finds a written copy of such a spell, learns it from someone else, or researches it himself and makes his chance-to-know roll (see page 25).Attributes: 1E, 2E

Sage Advice #151 p. 9 (November 1989), Question: 12 🔗
Why isn't the battle axe listed as a two-handed weapon on table 49? Battle axes were used with two hands, at least sometimes. Perhaps the battle axe should be treated like a bastard sword, with two sets of statistics.
 A battle axe is not a two-handed weapon. It is true that battle axes were often used with two hands, but this was because a man without a shield did not have anything better to do with his free hand and the axe's long haft provided space for the additional grip. If you want to experiment with statistics for two-handed use, improve the speed factor and AC adjustment for all armor types by + 1 and increase the damage inflicted to 3-9 (2d4 + 1). Weight, length, and space required are unchanged. The improvements reflect the extra muscle the wielder gains from using two hands.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 13 🔗
Can gajin characters learn Oriental languages, and can Oriental characters learn gajin Common? What about characters who already have a "full load" of languages?
 Any character can learn a new language if his intelligence score permits. The DM might permit a character to forget a language that has not been used for a length of time in order to allow the character to acquire a new one. Racial and alignment tongues can never be forgotten in this manner. The time required to learn the new language is up to the DM; one local campaign uses 48 weeks minus the sum of the character's intelligence and wisdom.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 14 🔗
Is there any limit to the number of martial-arts styles a character can learn?
 Theoretically, a character could have as many different martial arts styles as he had weapon proficiencies, but this would be a waste. The character would do much better to use the slots to learn weapons or special maneuvers.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 15 🔗
The calendar on page 107 is about two weeks short. Where did the extra time go?
 The Kara-Tur calendar is 356 days long, making it nine days short when compared with the calendar of the FORGOTTEN REALMS™ setting on the very same planet. "Just Making Time," an article in DRAGON® issue #123, provides a quick solution for this problem. A nine-day festival is held between the consecutive months of Tu and Tsou, belonging to no month, which can be extended for one day every four years by imperial decree (accounting for leap years). The Kara-Tur zodiac has a celestial space unclaimed by any other constellation, matching this gap in the calendar.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 16 🔗
Where is the random encounter table for dungeon adventures?
 Create your own random dungeon encounter table if you wish. The monsters' section of Oriental Adventures (starting on page 115) and the notes on page 138 of Monster Manual II will get you started.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 17 🔗
Can gajin characters use Oriental spells? Can Oriental characters use non-Oriental spells?
 Page 130 of Oriental Adventures says that 5% of scrolls will contain gajin spells and that these may be used by Oriental characters; if you wish, you can reverse this for non-Oriental games.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 18 🔗
At what level can a wu jen research new spells? What about manufacturing scrolls or other items?
 Spells can be researched at any level, so long as such spells are appropriate to the researcher's level; see the 1st Edition DMG (pages 115-116) or 2nd Edition DMG (pages 43-44) for more information. The required level for making magical items varies; see the 1st Edition DMG (pages 116-118) or the 2nd Edition DMG (pages 84-88). Wu jen levels equal magic-user levels for this purpose.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 19 🔗
The rules say that a character must learn a martial-arts style's special maneuvers in order. Yet the common styles on page 101 skip some maneuvers; tae kwon do, for instance, skips all the movement maneuvers and goes straight to number five. Please resolve this conflict.
 There is no conflict at all. Any style's special maneuvers are learned in numerical order, no matter what groups they are from. In tae kwon do, for example, Movement 5 is the last maneuver learned. The character does not have to (and cannot) learn Movements 1-4 because they are not part of his style.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 20 🔗
Do bushi-ninja get strength bonuses in combat? Can wu jen-ninja use spells while armored? When can a ninja use the ki powers from his other class? Does a ninja character get experience only when he's acting like a ninja?
 It would be helpful for you to think of a ninja as a type of dual-classed character. Ninja is not an independent class; a ninja may draw upon either of his classes at any time. Bushi-ninja do get strength bonuses. Any ninja can use the skills, spells, and ki powers of his other class within the restrictions given (e.g., a wu jen-ninja cannot cast spells while wearing armor). The DM must decide when a ninja is "acting like a ninja." The determination does not have to be exact, since it affects only experience. Generally, experience is split evenly between both classes if the ninja makes use of his ninja abilities during an adventure.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 21 🔗
Are scale and chain mail armor both considered metallic armors, or can ninja move silently while wearing these armor types?
 Metal scale and chain are both metallic armors. Leather scale is not, and so can be used for silent movement by ninja.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 22 🔗
How do you determine which special maneuvers can be used with a created martial-arts style?
 The form of the style determines which special maneuvers can be used with it. Each special maneuver on table 70 (page 103) is labeled for use with one of the forms. A special maneuver labeled hard is used primarily with hard styles, hard/soft maneuvers can be used with any style, and soft maneuvers are used primarily with soft styles. The special maneuvers listed under mental and physical training are labeled with the most compatible forms but may be used with any style; all other special maneuvers should be restricted to their primary style—no more than one "out of form" maneuver per style is a good rule of thumb.Attributes: 1E

Sage Advice #151 p. 9 (November 1989), Question: 23 🔗
How long are turns, rounds, and segments in an Oriental campaign?
 The lengths of a turn, a melee round, and a segment are the same as in non-Oriental adventures; see the 1st Edition Players Handbook (page 31) or the 2nd Edition Player's Handbook (page 91; note that segments are not used in the AD&D 2nd Edition rules).Attributes: 1E, 2E

Sage Advice #151 p. 9 (November 1989), Question: 24 🔗
The rules say that the chance to perform a peaceful skill "can never be less than a 3 on 1d20" (page 52). Does this mean that a character must roll under the number given for the proficiency in order to succeed? How does a charter get bonuses to his roll? Do high ability scores help? How can a character ever roll more than a 20 on 1d20?
 The character must roll the number listed or better on 1d20. Three is the lowest adjusted chance for success. That is, no matter how good the character is, he will always fail on a roll of 1 or 2. Scores greater than 20 can be achieved by adding bonuses from extra slots spent in the proficiency (see page 52) or from a magical item (or both). Ability modifiers do not apply to peaceful skills.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 25 🔗
I have a book that says long needles were sometimes used in assassinations. What are the statistics for needles?
 Treat them as chopsticks.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 26 🔗
What kind of property does a samurai get at 9th level? How much property does a jito get?
 Samurai do not get property at 9th level; they get the great kiai and followers. They are offered stewardship, not ownership, of various properties at earlier levels. A jito (the stewardship offered to a 7th-level samurai) generally manages one to three villages for his daimyo.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 27 🔗
How much does Oriental equipment weigh? How large and heavy are grenades?
 Use the figures for the nearest equivalent from the regular AD&D rules or real life. Rope or clothing, for example, weighs the same no matter where it is made. Grenades are about the size and weight of a flask of oil.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 28 🔗
If a character loses a family heirloom or weapon, is he obligated obligation to regain it or die in the attempt? Must he commit suicide if regaining the item is impossible?
 The character simply loses 5 points of honor (or 10 points if he is a samurai). The character is under no particular obligation to regain the item. The DM might choose to assess a further honor loss (2 points for refusing a challenge) if the character does not attempt to regain the item, or the DM might make an honor award (5 points for accomplishing a great deed) if the character successfully regains the item. No character is ever obligated to commit suicide due to loss of honor, though any character with a negative honor score is immediately removed from play (see Oriental Adventures, page 35).Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 29 🔗
In "Sage Advice" in issue #122, you said that the to-hit roll required for the special martial-arts maneuver Leap should be made against AC 10. Does this apply to to-hit rolls required for other maneuvers, such as Weapon Catch?
 No. In general, combat special maneuvers require a to-hit roll vs. the armor class of the target character. The target character in a Weapon Catch is the character holding the weapon that is to be caught.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 30 🔗
There is a large honor penalty for a ninja who allows his true identity to be discovered. Is there any penalty for a ninja who allows the fact that he is a ninja to be discovered?
 No. A ninja always uses an alias and keeps his real name and the details of his family history secret. Ninja should try to conceal the fact that they are ninja, but this is not a necessity. Hiding a ninja's true character class is very difficult in a campaign. It is not impossible, however, so the DM may assign a minor penalty if it leaks out; - 1 honor point is plenty.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 31 🔗
At the very bottom of page 50, there appears to be an introduction to a table. What happened to the table?
 The text at the bottom of page 50 refers to table 55, which is located immediately above the text.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 32 🔗
Isn't a lajatang a two-handed weapon?
 Yes, the lajatang entry in table 49 (page 41) should be boldfaced.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 33 🔗
What is the conversion rate between non-Oriental gold pieces and Oriental tael and ch'ien? What about copper, silver, electrum, and platinum pieces?
 Table 46 (page 38) gives conversion rates. Gold, electrum, and platinum are not accepted as currency in Kara-Tur, so these coins must be sold for the market value of the metal in them. The market value of one gold piece is 2-7 (1d6 + 1) tael (see page 38). Extrapolating, a platinum piece is worth 11-30 (1d20 + 20) tael. The market price of gold and platinum varies independently, so it is possible for the price of platinum to be low while the price of gold is high. Electrum is mostly gold, so its price varies with the price of gold: an electrum piece is worth half the current value of a gold piece.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 34 🔗
A ninja-to can have a secret compartment in the hilt. How much can be held in the compartment?
 The compartment is very small; it can hold one dose of poison or an item the size of a finger ring or coin.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 35 🔗
What are the rules for Oriental characters fighting with a weapon in each hand? What is the limit of the kensai two-weapon ability? Obviously, a kensai can't use two katanas—or can he?
 The rules are the same as those for non-Oriental characters; see the 1st Edition DMG (page 70) or the 2nd Edition Player's Handbook (page 96). Any Oriental weapon that is the equivalent of a dagger or hand axe can be used as a second weapon (see Oriental Adventures, table 48, page 41). A kensai's second weapon must be a dagger or hand axe (or an equivalent).Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 36 🔗
Can a character with high dexterity spend extra slots on fighting with two weapons and avoid the two-weapon penalty?
 No. Only kensai of 7th level and above have the ability to fight with two weapons at no penalty.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 37 🔗
Page 8 says that a ninja gains a 10% bonus for high dexterity, but page 19 says he does not. Which is correct?
 Page 19 is correct.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 38 🔗
Table 13 (page 14) says that ninja can use any weapon, but a footnote says that they must learn only ninja-preferred weapons. What happens when a high-level ninja has learned all the ninja weapons?
 A ninja can learn nonninja weapons in two ways. First, he can use slots from his other class. Second, once he is proficient with all ninja weapons, he can choose any weapon.Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 39 🔗
What are the statistics for a badger hengeyokai (mentioned on page 13)?
 A badger is a "raccoon dog" in Oriental parlance. The raccoon dog is listed on table 11 (page 12).Attributes: 1E

Sage Advice #151 p. 58 (November 1989), Question: 40 🔗
What is the initiative modifier for a character who knows iaijutsu?
 There is none. The character simply has the ability to draw or change the weapon at no penalty. The character also has a better chance to surprise opponents under certain circumstances. See Oriental Adventures, page 99.Attributes: 1E

Sage Advice #152, December 1989

The sage makes another tour of the AD&D® 2nd Edition game, focusing on the new Player's Handbook (PHB) and Dungeon Master's Guide (DMG).

Sage Advice #152 p. 8 (December 1989), Question: 1 🔗
The rules on page 97 of the PHB say that polearms and spears do double damage vs. charging opponents, but the tables on pages 68 and 69 say only a few polearms can do this. Which is correct?
 Those polearms marked with a "#" and all spears do double damage when set vs. a charge. Polearms marked with a "*" do double damage vs. charging opponents that are larger than man size.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 2 🔗
Both of the AD&D game 2nd Edition rule books say that magical rings "radiate" magic. Does this mean they glow with a magical aura all the time? Can you tell an item is magical just by looking at it?
 The term "radiates" indicates there is a magical aura which cannot be seen, touched, tasted, or smelled but can be detected with the proper divination; a ring can radiate magic, a dragon can radiate evil, and so on. While the DM might rule that an aura might be detectable without magical aid, magical items usually are found only with detect magic spells or by experimenting with them to test for unusual properties.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 3 🔗
If an identify spell will not tell you the exact number of charges or pluses an item has, how do you find out? Can a sage tell?
 The best way to get an item's exact charges or pluses is to start with an identify spell to determine the approximate number, then use a contact other plane or commune spell to get the exact number. The DM has to decide what sages can do in his campaign, but giving a sage a chance to determine an item's exact pluses is reasonable. Sages have no way to determine charges; a wand with one charge looks exactly like a wand with 99 charges. If the item was first studied with detect magic and identify spells, a sage could study the item for additional clues about who made and enchanted it and stand a good chance of guessing its powers. This would require a sage with knowledge of folklore, history, or both.Attributes: 2E, Spell

Sage Advice #152 p. 8 (December 1989), Question: 4 🔗
Can a player who finds a potion taste it and immediately find out exactly what it is?
 First, players cannot test potions, but player characters can. When a character tastes a potion, the DM should give some hint or clue about its properties (see the DMG, page 141).Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 5 🔗
Is there a reason why all the character-class experience charts stop at level 20?
 In the AD&D 2nd edition game, 20th level is the intended stopping point for all character advancement. This is because the designers and editors believe (and I agree) that the AD&D game system begins to break down around level 20. After level 20, continued advancement becomes almost meaningless, adventures are hard to design, and campaigns are hard to maintain. An expansion for character levels 21 and up has been discussed, but there are no current plans for such a product. Players and DMs who want to use megalevel characters are on their own.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 6 🔗
Does a cleric's ability to turn undead really stop getting better at level 14, as table 61 (page 103) in the PHB suggests?
 Yes, the progression does stop at level 14, at least for now. In game terms, this is the limit of power that deities can (or will) "lend" to clerics to fight undead. In design terms, this keeps high-level clerics from blowing away liches and other powerful undead with a simple die roll.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 7 🔗
Dow come the "death at - 10 hp" rule was dropped from the game?
 It hasn't been dropped. See the "Hovering on Death's Door" optional rule in the DMG, page 75.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 8 🔗
Should characters who put on a cloak of poisonousness be allowed a save vs. poison or a save vs. death?
 Neither. Characters who don the cloak die.Attributes: 2E

Sage Advice #152 p. 8 (December 1989), Question: 9 🔗
"Does attacking dispel the invisibility given to the attacker by a ring of invisibility or a cloak of elvenkind? If so, who long must the attacker remain visible?
 Offensive actions break the invisibility. The wearer must remain visible at least until the beginning of the next melee round.Attributes: 2E, Invisibility

Sage Advice #152 p. 14 (December 1989), Question: 10 🔗
Can a cleric use an amulet vs. undead? Can a druid?
 Clerics whose power to turn undead is equal to or better than the amulet's get no benefit from it; all other characters turn undead at the amulet's level regardless of class or alignment.Attributes: 2E, Turn Undead

Sage Advice #152 p. 14 (December 1989), Question: 11 🔗
The table for the staff-spear (DMG, page 154) says a roll of 20 indicates a + 3 weapon. Shouldn't this be + 6?
 A roll of "20" indicates the ranseur version of the staff-spear; the asterisk should have been placed by the "+3" figure in the bottom line.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 12 🔗
The description of a helm of teleportation mentions a risk for non-wizards when teleporting. What is the risk?
 The "risk" is the same for all characters; see the wizard spell, teleport, in the PHB, page 172.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 13 🔗
At what level is a wizard character allowed to specialize?
 Wizard specialties should be chosen when the character is created. If a character does not meet the ability score requirements for his desired specialty, the DM might allow him to specialize later in his career if the deficiency is resolved and the character does not have spells from a prohibited school in his spell books.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 14 🔗
Can a nonwarrior have a strength greater than 18? If so, does the character get exceptional strength or does he proceed straight to 19?
 Strength ratings over 18 are possible through the use of wishes or magical items. Generally, an increase in an ability score. that is higher than 16 and less than 20 comes in increments of one-tenth of a point (see the DMG, pages 11-12). A non-warrior with a strength greater than 18 but less than 19 gets no special benefits; treat the character's strength as an unremarkable 18.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 15 🔗
Do halflings get any combat modifiers due to their small size?
 Halflings get no combat modifiers due to size in the core rules, but this could change in a future supplement.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 16 🔗
Can a character with a strength of 1 wear clothes? The chart on page 14 of the PHB says the PC's maximum press is 3 lbs., but the text on page 75 says clothes weigh 5 lbs.
 The character's maximum press has nothing to do with what he can carry. The character cannot raise the clothes above his head, but he can wear or carry them. Clothes, however, would encumber the character.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 17 🔗
If the minimum wisdom score for a cleric is 9, why does table 5 list spell failure chances for wisdoms of less than 9?
 A cleric must begin play with a wisdom score of 9 or higher, but the score might drop temporarily (or permanently) during play; most DMs allow PCs to continue in their classes, even if their ability scores fall below the minimum requirements.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 18 🔗
Can nonelven characters find secret or concealed doors?
 Yes. Generally, the chance for them to do so is one in six, only if the character is actively searching a 10' section of a surface.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 19 🔗
Do gnomes get a constitution-based saving throw bonus vs. poison like dwarves do?
 No; gnomes have no special resistance to poison.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 20 🔗
Does fighting with two weapons require a special weapon slot? If so, do rangers have to spend a weapon proficiency on it?
 This is up to the DM. If a slot is required, rangers get it free.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 21 🔗
Is there a range limit on the clerical undead turning ability?
 A cleric can turn undead if he can see and recognize them as undead, and if they can see and recognize him as a cleric. The range indoors is limited by the size of the area and the available light. The absolute limit outdoors is about 240 yards, less in poor light or through concealment.Attributes: 2E, Turn Undead

Sage Advice #152 p. 14 (December 1989), Question: 22 🔗
How long does it take a druid to change form when shape changing? How long do changes in form take with a polymorph self or shape change spell? Do protective items like rings or bracers work with druid's new form? Are protective items like bracers or rings considered clothing, since only clothing and one item held in each hand changes along with the druid?
 Generally, assuming a new form counts as an action and takes three segments (+ 3 initiative modifier). The first change in form is usually considered part of the casting time for polymorph self and shape change spells. Most DMs allow protective devices to work even on polymorphed or shape changed creatures, and most DMs I know ignore the clothing-and-two-items restriction for druids and allow all the druids equipment to change with him.Attributes: 2E, Spell, Turn Undead

Sage Advice #152 p. 14 (December 1989), Question: 23 🔗
The set snares proficiency is available to both rogues and warriors. However, table 37 (PHB, pages 54-55) says this requires a dexterity check for rogues and an intelligence check for warriors. Are these really different skills or is there an error?
 Check dexterity in either case.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 24 🔗
Will 90% soft cover, such as a tapestry or overturned table, protect a character from spells, or does only hard cover do this?
 DMs must resolve this on a case-by-case basis. When in doubt, have the cover make an item saving throw; if this succeeds, characters behind it take one-half or no damage.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 25 🔗
Can monsters use breath weapons or innate spell abilities during the "free" round they get when they achieve surprise?
 You bet. Any creature who surprises another can use any attack it has, but it cannot cast a spell.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 26 🔗
Does a PC's lifetime limit on the number of henchmen apply to henchmen who leave because they equal or surpass the PC's level? I assume not. Henchmen achieve high levels with help from PCs. If "graduating" henchmen did count, it would be in the player's best interest to see that none of his character's henchmen ever became high level.
 This is up to the DM, but your argument is very persuasive.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 27 🔗
Can a wizard or priest pick the number of people affected by a hold person spell?
 Yes, the number of creatures effected by a hold person spell is under the caster's control.Comment: Same question and answer is repeated in #223Attributes: 2E, Spell

Sage Advice #152 p. 14 (December 1989), Question: 28 🔗
How much does one day's amount of common meals weigh?
 The weight of a day's common meals varies with the locale, season, and cuisine, but 2-5 lbs. per person is a good rule of thumb. This weight includes bones, skins and other inedibles. Common meals, however, are rarely carried anywhere, so their weights don't matter much. A week's dry rations generally weigh 7-10 lbs., all of which is edible.Attributes: 2E

Sage Advice #152 p. 14 (December 1989), Question: 29 🔗
Can specialist wizards use scroll spells from opposition schools? Can clerics use scroll spells from outside their spheres?
 A character who can use spells can use a scroll if it matches his class, so priests can use scroll spells from outside their spheres and wizards can use scroll spells from outside their schools.Attributes: 2E, Class, Scroll

Sage Advice #152 p. 14 (December 1989), Question: 30 🔗
Table 56 in the PHB (page 94) says that a scroll's initiative modifier is the same as the spell on the scroll. What is the modifier for a protection scroll?
 Unless stated otherwise in the scroll's description, a protection scroll has an initiative modifier of + 3.Attributes: 2E, Scroll

Sage Advice #152 p. 59 (December 1989), Question: 31 🔗
My DM says that a specialist wizard gets one bonus first-level spell for each level of experience he has. Is this correct?
 No. A specialist wizard gets one bonus spell for each level of spells he can cast. For example, a 5th-level wizard can cast four first-, two second-, and one third-level spells; if he is a specialist, he gets three extra spells, one of each level.Attributes: 2E

Sage Advice #152 p. 59 (December 1989), Question: 32 🔗
There seems to be an error in the description for the second-level wizard spell, fool's gold. Shouldn't the creature viewing the gold subtract one from its saving-throw roll for every level of the caster?
 Yes, but the creature's wisdom adjustment (if any) applies to the save.Attributes: 2E, Spell

Sage Advice #152 p. 59 (December 1989), Question: 33 🔗
Do bards have to spend a proficiency slot on a musical instrument? What happens to their ability to influence reactions if they do not?
 That is entirely up to the DM. If the DM decides a musical instrument is necessary to influence reactions, I suggest bards either learn an instrument for "free" or that they be required to automatically spend a proficiency on an instrument. On the other hand, a bard might very well be able to sing or speak well enough to influence reactions without an instrument; this is a common practice in the real world.Attributes: 2E

Sage Advice #152 p. 59 (December 1989), Question: 34 🔗
Can a ranger (or other character) who uses two weapons parry with one and attack with the other? Would the character get a better armor-class modifier is he parried with both weapons?
 The only way to parry in the AD&D game is to forfeit all attacks, whether the character is using two weapons or one.Attributes: 2E

Sage Advice #152 p. 59 (December 1989), Question: 35 🔗
The description of the wizard spell, animal growth, suggests that a tongues spell can be used to converse with animals—but the description of the tongues spell says it cannot.
 A tongues spell allows the caster to communicate only with creatures that have language. The reference to the tongues spell in the description of the animal growth spell is an error.Attributes: 2E, Spell

Sage Advice #152 p. 59 (December 1989), Question: 36 🔗
How close must a creature come to an object with an attraction spell (the reverse of an avoidance spell) cast on it before the object moves toward him? Does the object move quickly enough to inflict damage if it strikes the creature?
 The object moves when the creature comes within 1'. The object moves quickly but does not inflict damage when it strikes the creature.Attributes: 2E

Sage Advice #152 p. 59 (December 1989), Question: 37 🔗
If a light spell is cast upon a piece of chalk, can the chalk be used to write glowing messages? If the spell is cast on a rock, can you break the rock in half and have two half-strength light effects? If the spell is cast on a vial of water, will the water glow?
 No, no, and no. A light spell illuminates a 20' radius. Casting it on an object simply makes the effect mobile. The spell has one and only one center of effect; if the object the spell has been cast upon is broken, spilled, or worn away, the spell stays with one portion of the object or becomes immobile, fixed in space. It might be possible to transfer the spell from one object to another by casting it on a mutable object. For example, if the spell is cast on an open vial of water, the spell will be transferred to the vial if the water is allowed to evaporate away.Attributes: 2E, Spell

Sage Advice #153, January 1990

The spells for clerics and druids in the AD&D® 1st Edition game are explored in this column. All references to the Dungeon Masters Guide and Players Handbook in this article are to the 1st Edition versions of those volumes. In all cases, the information in the AD&D 2nd Edition volumes takes precedence where there is a contradiction between those rules and this column.

Sage Advice #153 p. 6 (January 1990), Question: 1 🔗
How does one determine which spells a cleric can cast?
 A cleric always has access to the full list of clerical spells (limited, of course, by that character's level). Clerics have no spell books, and their spell lists are not limit as are magic-users'.Attributes: 1E, Class

Sage Advice #153 p. 6 (January 1990), Question: 2 🔗
What does a bless spell do, and how is it different from the chant and prayer spells? Also, are the chant spell's damage bonuses and penalties counted per attack or per die of damage? Do the areas of effect of these spells move with their casters?
 Here's what each spell does: A bless gives friendly creatures +1 on morale "to hit" rolls; if reversed (as a curse), it gives enemies a -1 on those rolls. A chant spell gives friendly creatures +1 on "to hit," damage, and saving-throw rolls; at the same time, enemies receive a -1 on the same rolls. A prayer spell gives friendly creatures +1 on "to hit" and saving-throw rolls, and enemies -1 on the same rolls. Prayer does not affect damage, and neither prayer nor chant affect morale. The areas of effect for each spell are fixed and do not move with their casters. Bless affects creatures in its area of effect at the time of casting only; chant and prayer affect all creatures in the area of effect, even those who enter after the spells are completed. Damage modifiers from chant are per attack, not per die of damage.Attributes: 1E, Spell

Sage Advice #153 p. 6 (January 1990), Question: 3 🔗
The duration of a bless spell is given as "6 melee rounds." Does this mean that the bless spell lasts for six total rounds of melee, possibly with days between?
 No. The duration of a bless spell is six consecutive rounds from when it is cast.Attributes: 1E, Spell

Sage Advice #153 p. 6 (January 1990), Question: 4 🔗
What happens when a bless spell is cast upon a cursed item?
 Nothing. A bless spell will not "fix" a cursed item, but a remove curse spell might (see individual item descriptions).Attributes: 1E

Sage Advice #153 p. 6 (January 1990), Question: 5 🔗
What is the effect of casting bless on a sword or other weapon?
Bless spells are cast on creatures, not objects, with the only exception being crossbow bolts that are used to slay rakshasas. In the latter case, the spell is cast directly upon a single bolt, and the effect lasts until the bolt is used (whether the bolt hits its target or misses).Attributes: 1E, Spell

Sage Advice #153 p. 6 (January 1990), Question: 6 🔗
How do blindness (such as from cause blindness) and deafness each affect spell-casting?
 Blinded creatures are unable to cast any spell that requires a visible target (such as magic missile). Spells that can be cast on an area (such as fireball) or delivered by touch (such as cure light wounds) are still usable.
 Deafness can cause spells with verbal components to be miscast and fail. The failure chance is up to the DM, but it shouldn't exceed 20% (less for spells with short casting times). A 2% cumulative failure chance per segment of spell-casting is suggested. The spell holy word has a deafening effect that causes spells to fail 50% of the time. This is due mostly to the extreme power of the holy word, not merely the condition of deafness.
Attributes: 1E, Spell, Blindness, Deafness, Touch spells

Sage Advice #153 p. 7 (January 1990), Question: 7 🔗
Can a command be combined with an attempt to turn undead?
Command is a spell; the cleric may not fire missiles, engage in melee, or turn undead in the same round as he casts a spell.Attributes: 1E, Spell, Turn Undead

Sage Advice #153 p. 7 (January 1990), Question: 8 🔗
Is there a period of disability for characters revived with a death's door spell?
 Death's door doesn't revive characters; it maintains characters at zero hit points until the spell wears off or until the character is revived with a cure wounds spell. Characters revived in this manner can resume activity immediately.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 9 🔗
Can a glyph of warding be cast upon a portable object such as a sword or sling bullet and used offensively?
 No. A glyph is a magical ward used to protect an object. A glyph can be cast upon a weapon, but it will be triggered only when a creature touches the weapon, not when the weapon strikes a creature.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 10 🔗
Are creatures affected by one of the hold spells held immobile or simply paralyzed?
Hold spells are similar to paralysis except that the effect is mental, not physical. A held creature cannot move, fight, or communicate in any way. The creature can, however, be moved by others.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 11 🔗
Can a light or continual light spell be used to negate the darkness ability of a demon or devil?
 Yes, on all counts. Each of these spells can negate darkness of any sort, though a light spell will "go out" immediately after negating such darkness, while the continual light spell will last. Light or continual light spell will negate only one darkness effect at a time; thus, if there are two darkness effects in the same area, the area remains dark until two light effects are used.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 12 🔗
The spells' areas of effect listed in the Players Handbook have got to be incorrect. The lower water spell, for example, has an area of effect of a 1" × 1" square per level of the caster. Surely a cleric can affect more water than one square inch.
 The area is measured in scale inches. One scale inch equals 10', and one scale square inch equals 100 square feet. Remember that the areas of spell effects never get larger outdoors, although ranges do get larger (see page 39 in the Players Handbook).Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 13 🔗
Does the circle of protection from a protection from evil, 10' radius spell move with the caster?
 Yes, both versions of the protection from evil spell move with the caster.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 14 🔗
If a character is killed and receives a raise dead spell, how long must he rest and how many hit points will he have?
Raised characters must rest for the amount of time they have been dead. The minimum rest period is one day. Raised characters have from 3-17 hp (2d8 + 1), though this value is reduced if the PC's maximum number of hit points is less than the value rolled.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 15 🔗
What are the statistics for rocks animated with the spell animate rock? Would they be similar to the boulders animated by the galeb duhr in the Monster Manual II?
 A 24-cubic-foot boulder has the following statistics: AC 0; MV 3"; HD 10; #AT 1; Dmg 5-30. The spell's effect is slightly better than the galeb duhr's ability. A statue of the same size with a human shape would have the same armor class and hit dice, but would move at 9" on its legs and strike twice per round for 2-16 hp damage per blow. Neither of the above "rocks" is as good offensively as the elemental a druid could get with a conjure earth elemental spell at the same level, but the animated rocks are not balked by water nor dismissed by a holy word spell.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 16 🔗
Can call lightning be used against submerged creatures?
 The bolt from a call lightning spell ends at the water's surface, but its 1" radius of effect extends below the surface and has its full effect on any submerged creature therein.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 17 🔗
What are the effects of the disabilities inflicted upon appendages by the heat metal and chill metal spells?
 I recommend that you drop the disability effects of the heat metal spell and its reverse. The damage inflicted alone is sufficient for a 2nd-level spell.Attributes: 1E, Spell

Sage Advice #153 p. 7 (January 1990), Question: 18 🔗
Can a wall of fire be formed into a circle around a target so that the hot side faces in toward the target?
 Yes, it can.Attributes: 1E, Spell

Sage Advice #154, February 1990

The spells and abilities of magic-users and illusionists in the AD&D® 1st Edition game are explored this month. All references to the Dungeon Masters Guide and Players Handbook in this article are to the 1st Edition versions of those volumes. In all cases, the information in the AD&D 2nd Edition volumes takes precedence where there is a contradiction between those rules and this column.

Sage Advice #154 p. 6 (February 1990), Question: 1 🔗
Will a creature under a fear effect return attacks made upon it?
 A creature affected by fear ignores any attacks made upon it unless it is cornered and cannot flee. The creature fights at no penalty, although it might still drop items it carries (see the PHB, page 76). If the creature is in flight, attacks upon it are made against its rear armor class (no dexterity or shield bonuses).Attributes: 1E

Sage Advice #154 p. 6 (February 1990), Question: 2 🔗
Can a lightning bolt spell be cast vertically or at right angles to the caster, or must it be cast in line with the caster?
 A lightning bolt spell must be cast so that the bolt is in line with the caster and his target. The bolt may be cast in any direction, including straight up, as space permits.Attributes: 1E, Spell

Sage Advice #154 p. 6 (February 1990), Question: 3 🔗
How do you handle the effects of a stinking cloud spell? How can any creature move out of the cloud if it is rendered helpless?
 A successful save vs. poison indicates that the creature moves out of the cloud immediately and is helpless for a full round afterward. A failed save indicates that the creature is helpless for 2-5 rounds before leaving the cloud, remaining helpless for one round after it emerges.Attributes: 1E, Spell

Sage Advice #154 p. 6 (February 1990), Question: 4 🔗
Can a creature's throat or mouth be sealed with a hold portal or wizard lock spell?
 No. A closure to be sealed by a hold portal or wizard lock spell must be of wood, metal, or stone.Attributes: 1E, Spell

Sage Advice #154 p. 6-7 (February 1990), Question: 5 🔗
Does the caster of a dispel magic spell have to check to see if his own spells are dispelled? Will a minor globe of invulnerability prevent a dispel magic spell from working?
 A dispel magic spell automatically works on the caster's own spells; a die roll is required to determine its success on all other magics. The two globe of invulnerability spells can be dispelled; note also that they are visible. If any globe of invulnerability is dispelled, then all other magical effects in the dispel magic spell's area of effect are subject to its effects. If a globe of invulnerability is not dispelled, it protects all magic effects within its area of effect. There are some spells that cannot be dispelled; anti-magic shell and wall of force are two examples.Attributes: 1E, Spell, Dispel Magic

Sage Advice #154 p. 7 (February 1990), Question: 6 🔗
I don't understand what the area of the first-level illusionist spell phantasmal force should he.
 The base area for a phantasmal force spell is four (scale) square inches, meaning 10' × 40' (400 square feet) or any set of dimensions not exceeding 400 square feet. The area increases by one (scale) square inch (100 square feet) per level.Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 7 🔗
What is the area of a cone of cold spell?
 The cone is ½" wide at its origin, 2" wide at its terminus, and ½" long per level of the caster. As noted in the previous question, these are scale inches, such that 1" = 10'. Thus, the cone is 5' wide at its origin, 20' wide at its terminus, and 5' long per level of its caster.Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 8 🔗
Can unseen servants fly? How fast do they move?
Unseen servants may move in all three dimensions at a rate of 12") subject to the spell's 3" radius. Thus a servant can move along with its caster at normal walking speeds.Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 9 🔗
Can a spell-caster still cast spells if he is polymorphed or reincarnated?
 Yes, probably. Polymorph self allows spell-casting if the new form has prehensile digits and is capable of speech. Note, however, that all equipment carried polymorphs with the caster, so spell components won't always be available. If a polymorph other spell was used, the victim might "lose" his components as above, and he will lose all memories and abilities if he assumes the mentality of his new form. What happens when a character is reincarnated is up to the DM. Generally, the character can still use his professional skills if his new form will physically allow it, although further advancement is not always possible.Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 10 🔗
When a Mordenkainen's disjunction spell is cast, how do you determine the effects on magical items? Will an anti-magic shell or wall of force keep the effects of the disjunction out? What if only part of a spell's area of effect overlaps the area of the disjunction?
 Items in the possession of the spellcaster are immune to the spell's effects. Items in the possession of other creatures gain their possessors' saving throws vs. spells, with all adjustments. Items that are by themselves can be disjoined using the dispel magic spell's system (comparing the caster's level vs. the level at which the magical item was created). Potions and scrolls are treated as if created by 8th-level magic-users; permanent magical items are treated as if created by 12th-level magic-users.
 If any portion of a spell's area of effect overlaps the area of the disjunction, the entire spell is disjoined. A wall of force can be so disjoined, and it will have no effect on the disjunction spell. Treat the chance for disjoining an anti-magic shell as that for an artifact, but with no chance for attracting the attention of a powerful being (see Unearthed Arcana, page 65). If an anti-magic shell is unaffected, it protects all magic within its area; if the anti-magic shell is disjoined, all magical spells, effects, and items within the area of the disjunction are subject to its effects.
Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 11 🔗
How do you determine the effect of a sleep spell on a group of mixed creature types?
 This is up to the DM. He may rule that weaker creatures are affected first, or he may allow the caster to choose whether the more powerful creatures or the weaker creatures are affected first. He may also rule that creatures closest to the center of the spell's area of effect are affected first. The DM can choose any of these methods as long as he uses the same method all of the time.
 If weaker creatures are affected first, the DM should roll to see how many of them are put to sleep and apply the effects. If all of the weaker creatures were put to sleep by the spell, and if the number of potential victims rolled was greater than the number actually affected, the DM may then take half of that difference (dropping fractions) and apply that to the next most powerful group of victims. For example, a magic-user faces a group of six 1—1-HD creatures, two 1-HD creatures, and one 3-HD creature. The DM rolls 4d4 and gets a 10. The six 1—1-HD creatures fall asleep, leaving a difference of 4. Half of 4 is two, so the two 1-HD creatures fall asleep, leaving the 3-HD creature unaffected., In another example, the magic-user faces four 1-HD creatures and one 4 + 1-HD creature. The DM rolls 2d4 and gets a 5. Four 1-HD creatures fall asleep; the difference is 1, but nothing remains after 1 is reduced by half and all fractions are dropped. Even if the result of the 2d4 roll had been an 8, the 4 + 1-HD creature would not be affected (8 - 4 = 4, 1⁄2 x 4 = 2, but no monsters were present in the 2 + 1 to 3-HD category). The PC should not have everything his own way!
Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 12 🔗
How does an anti-magic shell work? Does it destroy any spell with which it comes in contact? Can the caster cast spells through the anti-magic shell?
 An anti-magic shell negates all magic within its area of effect. The caster's spells (which originate within the shell) are also negated, although they may remain after the shell's duration expires if their own durations are long enough. Note also that the shell causes magical items within its area of effect to cease functioning. In any case, the shell does not function like a dispel magic spell. Magical items are not destroyed by the shell; they merely cease to function while within it. If their duration permits, magical effects will still function when they are taken away from the shell or when the shell's duration expires. For example, a continual light spell cast upon a rock will be negated only as long as that rock is within the shell; the continual light spell functions normally afterward. If part of a magical effect's area extends into the shell, only the portion within the shell is negated; the effect functions normally outside the shell. However, if a spell with an instantaneous duration is cast so that its center is within the radius of the shell, the spell is completely negated. For example, if a fireball were cast so that it would detonate inside an anti-magic shell, there would be no effect. If a fireball were cast so that it would detonate outside the shell, however, only the portion of the fireball crossing into the shell would be negated.Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 13 🔗
Will a haste spell double the movement rate of a character with a fly spell or broom of flying? Will it double the movement rate of a character who is under the effect of a potion of speed?
Haste spells do not increase the movement rate of a fly spell or of a conveyance, such as a broom or carpet of flying. Haste will double the speed of other creature-affecting magics such as a potion of speed or boots of speed. Two or more haste spells are not cumulative. Remember that haste and potions of speed cause magical aging.Comment: The last part of this answer is intended for 1E. In the 2E Dungeon Master Option: High-Level Campaigns p. 72, haste is clarified to not work with magical items, such as boots of speed or potion of speedAttributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 14 🔗
Isn't the seventh-level illusionist spell weird overpowered? A spell that is capable of producing Hades or Hastur is a bit unfair.
 It is unlikely that Hades or Hastur will be conjured by a weird spell, as deities of this power are almost never the personal nemeses of mere mortals. (Of course, if the spell were cast at a deity-class creature, it might produce such opponents.) If the spell is cast against an orc, it's likely to produce a hobgoblin or a gnoll at most. It is up to the DM to adjudicate any use of this spell reasonably and fairly (see Unearthed Arcana, page 71).Attributes: 1E, Spell

Sage Advice #154 p. 7 (February 1990), Question: 15 🔗
Is there a chance that a magic missile will miss its target?
 No; a magic missile always hit its target unless it is protected by certain magics (a shield spell or a brooch of shielding, to name a few).Attributes: 1E, Spell

Sage Advice #154 p. 7+94 (February 1990), Question: 16 🔗
Will a stoneskin spell protect a creature from the hailstones produced by an ice storm spell?
 An ice storm will affect a creature protected by a stoneskin spell. Although the hailstones are projectiles of sorts, they are a magical attack just as are magic missiles. An ice storm or other attack that damages the protected creature does not end the stoneskin spell, as the dweomer lasts until it foils a physical attack (see Unearthed Arcana page 57).Attributes: 1E, Spell, Stoneskin

Sage Advice #154 p. 94 (February 1990), Question: 17 🔗
How can damage to a simulacrum be repaired? Will cure wounds, raise dead, or resurrection spells work? If a simulacrum is slain, does it return to a pile of snow?
 The various cure wounds spells will not work on a simulacrum; raise dead and resurrection will not work either, as the simulacrum was never alive. Whether or not a slain simulacrum crumbles into a pile of snow when killed is up to the DM—we recommend yes. Damage to a simulacrum might be repairable if the DM allows it. We suggest a new seventh-level spell for this purpose (or a recasting of the simulacrum spell strictly for purposes of repair) or perhaps a magical tome. The costs of repair should be from 300 to 500 gp per hit point in any case.Attributes: 1E, Spell

Sage Advice #154 p. 94 (February 1990), Question: 18 🔗
Can a magic-user use magic jar to transfer his own essence into a simulacrum?
 Yes, but only after the simulacrum has been given a vital force with a resurrection spell. The attempt at magic jar is then resolved normally.Attributes: 1E, Spell

Sage Advice #154 p. 94 (February 1990), Question: 19 🔗
Can a magic-user complete only the somatic component of a spell, leave the material component behind, then trigger the spell with magic mouth?
 No. All the components of any spell must be completed together; withholding or interrupting any of them ruins the spell. And, magic mouth cannot be used to cast any spell—not even a purely verbal one.Attributes: 1E, Spell

Sage Advice #154 p. 94 (February 1990), Question: 20 🔗
Can two different spell-casters charm the same creature, or will the two spells cancel each other out?
 There is no limit to the number of times that a creature can be charmed. If multiple charms are cast upon the same creature, each caster will be able to influence the subject. The DM will have to decide what the creature will do in the face of conflicting instructions. It's likely that the charmed creature, being "best friends" with both casters, will try to reconcile any arguments between them.Attributes: 1E, Spell, Charm

Sage Advice #154 p. 94 (February 1990), Question: 21 🔗
Can the recipient of the second-level magic-user spell invisibility see himself? Does an object dropped by the recipient become visible? Does an object picked up by the recipient become invisible? The book says that any attack will end the invisibility; does this include the casting of any spell or just attack spells?
 The recipient of an invisibility spell is invisible even to himself. Any equipment carried by a creature at the time the spell is cast becomes invisible with the creature. If the creature puts an item down, the item becomes visible, but if an invisible creature picks up a visible object, the object stays visible. Nondamaging spells will not make the recipient visible, but any action intended to harm another creature will.Attributes: 1E, Spell, Invisibility

Sage Advice #154 p. 94 (February 1990), Question: 22 🔗
Is there a limit to the altitude attainable with a levitate spell?
 The only limit is the spell's duration and 20'/round movement rate (or 10'/round if cast on another creature). Smart players will make sure that their PCs leave enough unused duration to get safely back to the ground.Attributes: 1E, Spell

Sage Advice #154 p. 94 (February 1990), Question: 23 🔗
How many spells does a 1st-level magic-user have in his book? The DMG (page 39) says four, while the PHB (page 10) sets a minimum and maximum according to intelligence. When does the magic-user add spells to his book?
 For a beginning character, ignore the minimum number of spells on Intelligence Table II in the PHB (page 10). A 1st-level magic-user has a book of four spells, as per the DMG, page 39. He does not roll his "chance to know" for these spells.
 As the magic-user gains levels, he gains new spells as part of his training. It is best to simply give the magic-user a new spell for his book each time he gains the ability to cast an additional spell. For example, a 1st-level magic-user can cast one first-level spell. When the magic-user reaches 2nd level, he can cast two first-level spells, and he gains an additional first-level spell for his book. His intelligence still determines the maximum number of spells of each level he can have in his book, and his chance of successfully writing any given spell into his book.
 The DM should select the new spell, and the magic-user must successfully make his "chance to know" roll in order to gain it. If the roll fails, the DM should assign another spell. To allow magic-user PCs more options when choosing spells, you might give each such PC an extra 2nd, 3rd, 4th, or 5th-level spell when the magic-user first gains the ability to cast it (this will occur at 3rd, 5th, 7th, and 9th level, respectively).
 The magic-user can also try to add spells to his book when he finds them on scrolls or in captured spell books. The magic-user rolls his "chance to know" and, if successful, may add the spell to his book. The spell disappears from the scroll or book when the magic-user adds it to his book.
 If, during the course of play, the magic-user has tried every spell of a given level but has fewer spells of that level than the minimum for his intelligence score, he can go back and try to learn one or more spells a second time.
 For more information, see "Spelling It Out," in DRAGON issue #147.
Attributes: 1E

Sage Advice #154 p. 94 (February 1990), Question: 24 🔗
Do spells end when their casters are killed?
 This is up to the DM. There are two schools of thought here. One holds that a spell is a discrete, independent event involving a fixed amount of magical energy. Once the event begins, it runs like clockwork; only anti-magic in some form (dispel magic, anti-magic shell, etc.) will keep it from running its full course. The other school holds that the caster must be alive to act as a channel for the energy the spell requires. No matter which school you follow, there will be some exceptions. For example, any spell requiring concentration from the caster will end if the caster dies. Spells that are permanent will remain after the caster dies.Attributes: 1E

Sage Advice #154 p. 94 (February 1990), Question: 25 🔗
Many AD&D game spells require the caster to touch the recipient. Once the spell is cast, how long does the caster have to deliver it? Is there a limit on how many touch attempts the caster can make?
 Some campaigns allow a caster to hold a spell "on hands" indefinitely, provided that the caster does not attempt to cast another spell. The spell "on hands" is discharged when the caster next touches someone or something. Some DMs rule that the spell remains only as long as the caster concentrates on touching a recipient—the spell is lost if the caster abandons the touch attempt for any reason.Attributes: 1E, Touch spells

Sage Advice #154 p. 94 (February 1990), Question: 26 🔗
Page 40 of the DMG refers to "various chances for spell malfunction." What are these chances, and where can they be found?
 There is no spell malfunction table, but the AD&D 1st Edition game is liberally peppered with spell malfunction chances. Saving throws can partially or completely negate a spell, low wisdom scores can affect clerical spell-casting, casting a spell from a scroll is not a sure thing if the caster's knowledge is incomplete, and magic resistance can play havoc with spells. Page 40 refers to these miscellaneous rules.Attributes: 1E

Sage Advice #154 p. 94 (February 1990), Question: 27 🔗
How often can a character go to sleep and then regain his spells? Does a character who goes to sleep retain any uncast spells?
 A spell-caster can go to sleep at any time (after the proper study or prayer) and regain his spells, even if it isn't "bedtime." We suppose that insomnia could strike a character who sleeps too often, but this is up to the DM. Sleeping does not cause a spell-caster to forget his spells.Attributes: 1E

Sage Advice #155, March 1990

This month, "Sage Advice" looks at what ails the denizens of the AD&D® 2nd Edition Monstrous Compendium, then offers more advice on the AD&D 2nd (and 1st) Edition rules.

Sage Advice #155 p. 6 (March 1990), Question: 1 🔗
After purchasing the first two volumes of the Monstrous Compendium, I cannot help but have the sneaking suspicion that devils and demons are not going to appear in any of the new monster tomes. I, for one, would be disappointed if these most villainous of villains are to be excluded from the AD&D game. In short, are devils and demons going to appear in any AD&D 2nd Edition reference books, or has society reared its ugly head once more to thwart creativity and enjoyment?
 The answer, in short, is at present there are no plans to include devils, demons, and similar creatures in the AD&D 2nd Edition game. Society has not reared its "ugly head." In fact, society is the source of creativity and enjoyment—gamers, game producers, and game columnists are part of society. Society as a whole is not down on gamers; some people I know who make it a hobby to study the anti-role-playing movement tell me the whole brouhaha is the work of less than a dozen people, most of them in the United States, who were well known for their questionable religious dogmas long before the D&D® and AD&D games came on the scene. No major religious sect or denomination officially opposes the D&D game or any other role-playing game. These few individuals have been able to fool a lot of people into believing their propaganda by pointing to a few items in the old AD&D game books and saying, "This is a satanic game." The unsuspecting public, being uninformed about role-playing and disinclined to actually read the books themselves, started buying this vituperation.
 The demons and devils in the old Monster Manuals were a prime weapon in the campaign of misinformation directed against gaming, so they were dropped from the new edition. It's possible that demons and devils will be revised into a format that preserves their usefulness in adventure design and does not give the game's detractors cheap ammunition, but that format hasn't been found yet. In the meantime, the revamped dragons and giants—which have been given a tremendous boost in the Monstrous Compendium—should do a nice job of filling the role of ultimate adversary.
Attributes: 2E

Sage Advice #155 p. 6 (March 1990), Question: 2 🔗
Do monster shamans who cast clerical spells get bonus spells for high wisdom? How does one calculate a monster's wisdom score?
 This answer is up to the DM, but only true clerics should get bonus spells. For example, creatures such as dragons that have the ability to cast clerical spells do not receive bonus spells due to high wisdom because they are not members of the cleric class. Generally, a creature's wisdom score falls into the same range as its intelligence score; see the introductory section of the Monstrous Compendium, Volume I.Attributes: 2E, Monster Ability Scores

Sage Advice #155 p. 6+86 (March 1990), Question: 3 🔗
May I have permission to photocopy the sheets in my Monstrous Compendium, volume I, because they are badly misdrilled? Also, aren't there supposed to be two different pages in the vampire's description?
 You can photocopy TSR's game products if you are doing it for your own use and not for sale. You can also get a replacement booklet by returning the misdrilled copy and requesting a new one. Send it to: The Mail Order Hobby Shop, c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. Put the words "defective product" somewhere on the package. Enclose a letter giving your name and address, and state where and when you bought the product. Note that a replacement "vampire" page was run in DRAGON issue #150; you can also get one by writing the address above.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 4 🔗
There seem to be several problems with the new dragon descriptions. Does the combat modifier really apply to both attack and damage rolls? If so, how can a really big dragon ever miss? How much damage do black dragons really do with their breath weapons? What does the "MT" column mean on the black dragon's statistics table? Why are separate body and tail lengths given for each dragon type? What is the correct tail length entry for great wyrm bronze dragons? How many times can a dragon use its breath weapon each day? The text on dragons seems to imply that dragons have no limit on how often they can use breath weapons, but the dragon turtle's description strongly implies that the limit is three times per day.
 A dragon's combat modifier applies only to its damage rolls; the reference to attack rolls is left over from an earlier version of the manuscript. From age category five on, one digit has been dropped from the black dragon's breath weapon rating; starting from age category one, the column should read: 2d4+1, 4d4+2, 6d4+3, 8d4+4, 10d4+5, 12d4+6, 14d4+7, 16d4+8, 18d4+9, 20d4+10, 22d4+11, and 24d4+12. The "MT" is a typo; it should read "MR" for magic resistance. Only a dragon's body length is considered when calculating a dragon's size rating, since the tail is very thin. Also, damage to a dragon's tail does not really harm the dragon; only hits on the body and wings are telling enough to reduce the dragon's hit points. This makes dragons a little less vulnerable to mob tactics. A great wyrm bronze dragon's tail is 100-110' long. In the core AD&D 2nd Edition rules, a dragon can use its breath weapon three times a day, once every three rounds. To make fighting dragons less of a certain thing, however, I suggest you make the interval between breath weapons variable (roll 1d3 for the number of interval rounds). An alternate method for determining the number of a dragon's breath weapons used each day is discussed in "The New Ecology of the Dragons," in DRAGON issue #146.Comment: Dragons do not have a 3 breaths per day limit, only once per 3 rounds. This is corrected in #162Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 5 🔗
Will statistics for Tiamat and Bahamut be given in future volumes?
 To my knowledge, Tiamat and Bahamut, the Chromatic and Platinum dragons, are not scheduled to appear in any volumes of the Monstrous Compendium. They might, however, appear in the revised Legends & Lore tome.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 6 🔗
What kinds of materials can a burrowing dragon dig through?
 Generally, a burrowing dragon can burrow only through things found in its home terrain. Thus, a white dragon can burrow through ice and snow, and a brass dragon can burrow through sand. Note that all dragons can dig, but only burrowing dragons do it fast enough to be given a movement rating for doing so.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 7 🔗
How is the age category of a randomly encountered dragon generated?
 I suggest rolling 2d4. This keeps hatchlings safely at home and restricts the really powerful older dragons to set encounters placed by the DM, probably close to their lairs, which they tend to guard jealously.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 8 🔗
How come dragons are allowed armor classes better than -10 when the DMG limits characters to -10?
 Dragons aren't characters; they're among the most powerful beings on the Prime Material plane. If your campaign allows PCs to live and grow for more than a millennium, as dragons do, go ahead and let them break the AC -10 barrier after they've adventured for 1,000 years.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 9 🔗
What is the spell detect gems, and why do gold dragons have it?
 There is no such spell. The gold dragon's ability is explained in the monster's description. Precisely why gold dragons have this ability is unrevealed.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 10 🔗
What does an alignment of "nil" mean? Just neutral?
 The "nil" alignment rating is a holdover from an early draft of the Monstrous Compendium material. Originally, a rating of "nil" indicated that a creature was not intelligent enough to have an alignment at all. However, the "nil" rating was dropped during rewriting and should have been replaced with the neutral alignment.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 11 🔗
Do fireballs or other heat-related attacks do any additional damage to creatures such as frost giants or white dragons?
 No. Unless a creature's description lists a special vulnerability, or unless an attack form's description lists a special damage bonus, assume the target of any magical attack is affected normally.Attributes: 2E, Spell

Sage Advice #155 p. 86 (March 1990), Question: 12 🔗
How can a fire giant be totally immune to red dragon breath, which can do up to 24d10+12 hp damage, and still be vulnerable to fireballs, which do a relatively paltry maximum of 10d6 hp damage?
 This was the subject of heated discussion during the game's production. Ultimately, the winning argument had two points. First, dragon breath is not magical fire; the flame produced inside a dragon is not the same as the fire in a fireball or wall of fire spell. Second, making fire giants immune to fire would imbalance the game because so many attack spells are based on fire. Still, there are plenty of nonfiery attack spells, so your campaign isn't likely to suffer if you decide to make your fire giants completely fire resistant.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 13 🔗
Will wolverines, whales, and sharks be included in future volumes of the Monstrous Compendium?
 Yes. Sharks and wolverines are included in volume 2 (TSR product #2103), which is available now. (Sharks and wolverines are not listed in volume 2's alphabetical index, but the information is there.) Whales are included in volume 3 (TSR product #2104), which is also available.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 14 🔗
What is a werebear's intelligence rating? The listing says exceptional, but the number rating is given as (11-12) while the introduction says the range for exceptional intelligence is 15-16.
 The numbers in the werebear's statistics are wrong. Werebears are exceptionally intelligent (15-16).Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 15 🔗
What is the experience-point value for a noble genie? How are experience-point values figured, anyway?
 A noble genie is worth 6,000 xp; the number is listed but in the wrong column. Complete experience-point tables are given in the 2nd Edition Dungeon Master's Guide, page 47.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 16 🔗
Shouldn't liches have 10 + HD now that wizards are limited to 10 HD? Isn't 7,000 xp a bit low for a high-level lich?
 You can give a lich 10 hit dice, or you can assume it picks up an extra hit die in the process, of becoming a lich. According to my calculations, an 11-HD lich should be worth 12,000 xp (base 2,000; AC 0, +1; high intelligence, +1; immunity to any spell, +1; hit only by magical weapons, +1; level 3 or greater spells, +2; paralysis, +2; fear, +2). Liches that possess and use magical items against the party are worth an extra 1,000 xp, and high-level liches should be worth an extra 1,000 xp per level over 11th.Attributes: 2E

Sage Advice #155 p. 86 (March 1990), Question: 17 🔗
Shouldn't soldiers have more than 1 hp? After all, farmers have 1-6 hp.
 Common soldiers are usually militiamen or part-time soldiers, so they have 1-6 hp, just like the farmers they actually are when they aren't fighting. Professional and veteran soldiers have 1-10 hp per level.Attributes: 2E

Sage Advice #155 p. 86-87 (March 1990), Question: 18 🔗
Why was the huecuva renamed? Can creatures with infravision automatically recognize these creatures for what they are?
 The creature was accidentally renamed "heucuva" while volume 2 was in production. Since it is impractical to reprint most of volume 2 to get the correctly spelled "huecuva" in proper alphabetical order, the creature has been officially renamed. Heucuva (the name is the same in singular and plural forms) appear to be common skeletons when viewed with infravision, no matter what guise they have adopted using polymorph; a party using infravision will simply not be able to distinguish them from regular skeletons. Note that torch or lantern light, which is necessary for making maps, spoils infravision and keeps all characters with infravision from seeing a heucuva's skeletal form. (The shadow cast by a polymorphed heucuva will be that of the shape it has assumed, not that of a skeleton.)Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 19 🔗
How much damage does a korred do? The number range is given as 3-6 hp damage, while the damage-dice type is given as 1d2+4.
 A melee hit from a korred does 5-6 (1d2+4) hp damage.Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 20 🔗
There seem to be a few errors in the rear-claw damage ratings for the various great cats.
 There are. The correct (single claw) ratings are: cheetah, 1-2; jaguar, 2-5, (1d4+1); leopard, 1-4; common lion, 2-7 (1d6+1); mountain lion, 1-4; spotted lion, 2-8 (2d4); giant lynx, 1-3; tiger 2-8 (2d4); smilodon 2-8 (2d4).Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 21 🔗
Aren't one leader and three assistants for every three orcs simply too many leaders and assistants?
 Yes. The correct number is one leader and three assistants for every 30 orcs.Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 22 🔗
Can a rope trick spell be cast downward or sideways, so that the caster has to climb down or across to get into the extradimensional space? How big is the extradimensional space? Can the spell be cast underwater to form an air pocket?
 The rope must always be cast upward. The extradimensional space is big enough to hold eight man-size creatures and is about 10' high, 10' long, and 20' wide. The spell can be cast anywhere there is enough space to allow the rope to rise the required 5-30'. However, if the spell is cast underwater, the extradimensional space will fill with water.Attributes: 2E, Spell

Sage Advice #155 p. 87 (March 1990), Question: 23 🔗
How many pinches of dust of disappearance are commonly found at one time?
 Five to 50 (5d10), just like dust of appearance.Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 24 🔗
Will a wish to increase an ability score subject the wizard casting the spell to a three-point penalty to strength even if he is increasing his strength by one point?
 Yes. The wizard suffers the penalty if he raises an ability score (his own or anybody else's). In the unusual case you pose, the temporary subtraction comes from the wizards new strength score.Attributes: 2E

Sage Advice #155 p. 87 (March 1990), Question: 25 🔗
How does spell-casting affect melee? Is there a bonus for attacking a spell-caster while he is casting a spell?
 A spell-caster may not attack during any round in which he casts a spell, and he may not use his dexterity bonus to benefit his armor class in order to avoid an attack while casting that spell (he'll ruin his spell if he does so). The spell-caster is not otherwise impaired, however, and attacks against him are made normally.Attributes: 2E

Sage Advice #155 p. 87-88 (March 1990), Question: 26 🔗
Can a spell-caster use the same spell more than once per day by memorizing it more than once?
 Yes, but each spell memorized fills one "slot." For example, a wizard who can memorize three first-level spells could memorize a magic missile spell three times, but could take no other first-level spells.Attributes: 2E

Sage Advice #155 p. 88 (March 1990), Question: 27 🔗
I understand that a magic-user can cast only the spells in his book, but how often can a spell in a book be cast? A friend told me that a 1st-level magic-user can cast only one spell per day, but the DMG says that a 1st-level magic-user has a book of four spells.
 You seem to be confused by the difference between the number of spells a magic-user can have memorized at any given time and the number of spells that he can have written in his spell book.
 The number of spells that any magic-user can have memorized at any one time is given on the Spells Usable By Class And Level chart in the PHB (page 26). To use the chart, find the level of the spell-caster (first column). The total number of spells his brain can hold is given to the right of his level. For example, the "Magic-users Spell Level" line for a 4th-level magic-user reads: 3 2. This means that a 4th-level magic-user can memorize up to three first-level spells and two second-level spells.
 When a magic-user prepares for an adventure, he studies his books and commits spells to memory, up to his "full load." When he casts one of these spells, the memory of it goes away (as explained on page 40 of the PHB), and he must memorize it again before he can cast it again. The number of spells a magic-user can have in his spell book is determined by his intelligence score.
 There are two ways, however, that the magic-user could cast a spell without memorizing it first. The first is by using a scroll—a temporary magical writing. Any time after a magic-user has studied a scroll while using a read magic spell, he can read that scroll aloud and cast the spell written on it, whether or not he has that spell memorized. A spell written on a scroll can be cast once only; the writing disappears when the spell is cast. (See pages 100-101 of the 1st Edition PHB and pages 127-128 of the 1st Edition DMG for more information on the use of scrolls.) The second is to read the spell directly out of the spell book. This causes the spell to disappear from the book (so that the magic-user cannot memorize it again until he can write it into the book again) and may also cause other spells to disappear from the book (see page 80 of Unearthed Arcana for more details on casting spells directly from books).
Attributes: 1E

Sage Advice #155 p. 88 (March 1990), Question: 28 🔗
The information on spell books on page 79 of Unearthed Arcana does not match the information as originally presented in DRAGON issue #62. Is this an error or an editorial change?
 The information in Unearthed Arcana is correct and applies to all spell books. This was an editorial change based on playtesting results.Attributes: 1E

Sage Advice #156, April 1990

This month, "Sage Advice" considers AD&D® game queries that most readers probably haven't considered before, then reconsiders some old advice.

 "Unusual stuff"
 Sheesh! What kind of games do you people play, anyhow? Do you really encounter these problems in play, or do you just sit around thinking of strange questions to send me? Here we go:

Sage Advice #156 p. 55 (April 1990), Question: 1 🔗
If a wizard cast an anti-magic shell spell on himself at the same time a beholder aimed its anti-magic ray at him, which effect would prevail?
Anti-anti-magic: The question is moot since both effects produce the same results: the temporary suppression (not dispelling) of all magic. (Artifacts function, but any spell-like effects they produce are suppressed.) Both effects work normally, even in the area of overlap.Attributes: 1E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 2 🔗
My 9th-level ranger was changed into a glass of water by a powerful mage using a wish spell. After killing the rest of the party, the mage drank my character. The DM said my character is dead, but I say my character's essence has mingled with the mage's. Who is right?
Watery ranger: I have my doubts about the validity of the wish. Since it was used against a character directly, I'd treat it as a permanent polymorph any object spell. Such a wish could be dispelled so long as the water-character stayed intact. Once the water is spilled, evaporated, or consumed, the character's "essence" is scattered or destroyed, and only another wish will restore the character.Attributes: 1E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 3 🔗
Can a human be cleanly killed, enlarged, have permanency cast on him, then be raised or animated without the caster of the permanency losing a constitution point? How about animating the corpse, then enlarging it and making it permanent—would the caster of the permanency spell lose a constitution point then?
Enlarged corpse: A corpse is an object. Use the rules for non-living objects when adjudicating the results of enlarge or permanency spells. A zombie, however, is a creature (even if it is biologically dead). In the AD&D® 1st Edition rules, a mage who enlarged a corpse and cast permanency on it would have only a 5% chance to lose point of constitution (see the 1st Edition DMG, page 46), because he was working with an object. The AD&D 2nd Edition game does not make a distinction between permanent effects on objects or creatures, but I think it's safe to assume this is an oversight. In either game, the enlarged corpse could be animated as a huge, 1-HD zombie.Comment: 2nd Edition permanency on objects costing 1 constitution, is not an oversight. It is clarified in Sage Advice #273 p. 114-115Attributes: 1E, 2E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 4 🔗
How far can three bozak draconians (which are described in the DRAGONLANCE® Adventures book) be hurled from a catapult if they were bound together and had their wings amputated? What would be the range if they were launched singly? Would the ranges for other draconians be similar?
Catapulted draconians: Light catapults hurl rocks that weigh 8-10 lbs. Heavy catapults hurl rocks that weigh 20-25 lbs. Even a single draconian of any species placed on a catapult would overload the machine so much that the catapult wouldn't fire at all. Trebuchets, however, have a much larger load capacity, hurling rocks that weigh about 500 lbs., which is probably about right for three draconians. Rocks, however, are a bit more aerodynamic than any three wingless draconians tied together, so a draconian-firing trebuchet's range should be halved, for a maximum range of 240 yards and a minimum of 120 yards.
 A single draconian fired from a trebuchet is grossly underweight as well as unaerodynamic, producing an effect akin to trying to hurl a slightly underinflated beach ball. Use the scatter diagram on page 63 of the 2nd Edition DMG. Treat the point labeled "intended target" as the trebuchet; a roll of 1 indicates that the draconian is hurled straight up into the air and lands right on the trebuchet (or on top of its operators, at the DM's option). Any other roll indicates that the draconian flies wildly off in the given direction. Roll 8d4 × 10 for the total distance in yards that the draconian "flies."
Attributes: 1E, 2E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 5 🔗
My character was recently polymorphed into a worm. Another character cut my character in half. If the two halves were allowed to grow into two worms, would I have two characters if the polymorph spell was dispelled? Wouldn't the two characters be identical and friendly toward each other (not prone to kill each other as two clones would)?
Wormy PC: Characters retain their hit points and intellect when subjected to polymorphing, so your character should have been the worlds smartest and toughest worm, at least until he failed an intelligence check and assumed a worm's mentality (if a worm can be said to have a mentality). Your character would be dead if chopped in half while still mentally a "person" If the character reverted to worm mentality before being cut in half, it still would be one tough worm (having your PC's hit points), but it might very well survive being chopped in half if anyone were persistent enough to actually do it. Many DMs, however, would rule that the polymorph spell could no longer be dispelled once the change in personality took place. If the magic on either or both halves of the worm were dispelled, you'd have one or two halves of a dead character. Each "new" worm still is only half a character, even if allowed to grow into a whole worm.Attributes: 1E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 6 🔗
My deep gnome character lost both his legs on an adventure. The party's paladin graciously carried my gnome in a jury-rigged papoose-type backpack. Could the paladin or my character engage in melee using this arrangement? How much would a legless gnome weigh?
Legless gnome: The character carrying the gnome is going to be encumbered, even if he can handle the weight, because of the gnome's bulk. This means he'll suffer at least a -1 penalty to his to-hit rolls (see the 2nd Edition Player's Handbook, page 79); the penalty will be worse if the gnome weighs enough to reduce the carrier's movement. The DM might also add an initiative penalty equal to the combat penalty. The gnome could fight if his arms were free. I suggest a -4 penalty to his to-hit roll and a +3 penalty to his initiative.
 Human, elf, half-elf, and halfling anatomy generally follows the so-called Rule of Nines: The head takes up 9% of the body's weight, each arm 9%, the chest 18%, the abdomen 18%, and each leg 18%. The missing 1% is ignored. Gnomes and dwarves are stocky and carry less mass in their limbs. The distribution of their weight might be: head 9%; each arm 8%, chest 21%, abdomen 21%, and each leg 16%.
Attributes: 1E, 2E, April Fools

Sage Advice #156 p. 55-56 (April 1990), Question: 7 🔗
If a bastard sword +6, defender was trampled by a triceratops, and the roll on the item saving-throw table was a 1 on 1d20, would the item fail because the roll was a 1 or would it make the save because it needs a 6 to save and its pluses make up the difference? If the sword did break, could it be remade with all its pluses? Would a wish completely restore the broken sword?
Dinosaur vs. magical item: In either edition of the AD&D game, a roll of 1 always fails a saving throw, weapons' bonuses notwithstanding. Someone is bound to write to me and point out that the item saving-throw table in the 1st Edition DMG, page 80, lists the numbers 1 and 0 in several places. When an item has a saving throw of 1, a roll of 1 still fails; however, if the DM assigns a circumstantial penalty, any adjusted roll of 1 or more is a successful save. For example, a book falling 15' onto a hard surface has a modifier of -2 (-1 for every 5' beyond the first 5'1; if a 3 were rolled as a save, the save would be successful (3 - 2 = 1, still good). Items that have a save of 0 are immune to the listed attack form; for example, liquids are immune to blows, even if their containers are not.
 A wish certainly could restore the sword if all its pieces were present. Whether or not the sword could simply be remade is up to the DM. I suggest that most enchanted items be rendered nonmagical if broken, though I can think of one or two classic fantasy stories in which broken magical items were remade. If the item is very powerful (with a bonus of +4 or better), it might be remade if it is simply broken—not disintegrated or reduced to ash or slag—and if it rolls a second save of 20. The item should get a bonus of +1 for every two magical bonuses the item has (artifacts receive a +4 bonus to their saves). If the item fails the second save, it no longer radiates magic; characters smart enough to use detect magic will know an attempt to repair the item is a waste of time. If the save is successful, the repair should be made using the best possible materials and a master craftsman of unequaled skill; finding either of these should be an adventure in itself. If the DM really wants to prolong the player's agony, he can require the being who will repair the item to make a successful proficiency check and maybe even make a save vs. spells to be successful.
Attributes: 1E, 2E, Nat1 save, April Fools

Sage Advice #156 p. 55-57 (April 1990), Question: 8 🔗
The rules say a fireball detonates at a point designated by the caster or when it strikes a solid object. What is the chance of an archer hitting the fireball with an arrow and causing it to detonate while in flight?
Shooting down a fireball: I repeated this question to one of my regular playing groups and got in return five bemused grins and the following straight-faced comment: "Gee, you'll also need rules for [shooting down fireballs with] magic missiles and things like that, too." For the record, hitting a fireball or similar missile with another missile, magical or not, is about as likely as every creature on a world taking a step at the same instant, thereby creating cataclysmic vibrations that shake the planet apart. That is, it's possible in theory but gosh darn well near impossible in practice.Attributes: 1E, April Fools

Sage Advice #156 p. 55-57 (April 1990), Question: 9 🔗
Can a ring of regeneration restore a female character's maidenhood? Could this be done well enough to fool a unicorn?
Regenerating maidenhood: Sorry, unicorns know their maidens too well to be fooled. Under certain circumstances, a ring of regeneration can restore the—ahem—physical aspects of a lady's maidenhood. A ring of regeneration can restore any damage or appendage loss if it occurs while the ring is worn. For example, if a character wearing a ring of regeneration loses a finger, the ring will eventually restore the finger. However, if the character loses the finger and then dons the ring, the finger isn't regrown. In a similar vein, a ring of regeneration can't be passed from character to character to provide a party with cheap healing. Damage that exists before the ring is put on is not restored. Note that a clerical regenerate spell can restore a lost limb at any time. In any case, maidenhood is a state of being. Once it is lost, it is lost forever, regeneration notwithstanding.Attributes: 1E, 2E, April Fools

Sage Advice #156 p. 57 (April 1990), Question: 10 🔗
In DRAGON issue #148, you said elven chain mail negates a ranger's ability to fight two-handed without penalty. Why is this? Armor made from elven steel has one-half the normal encumbrance value, according to the 2nd Edition DMG. So elven chain mail weighs 20 lbs., or 5 lbs. less than studded leather, which is the "heaviest" armor a ranger can wear and still avoid the penalty.
 Chain mail armor isn't all metal. Chain mail is a shirt of metal links worn over a padded garment; this is necessary to keep the links from being driven into the wearer's body when a blow strikes. The padding weighs about 10 lbs., giving elven chain mail a weight of 25 lbs., the same as studded leather. Second, weight alone is not the only factor. The armor's thickness, stiffness, weight distribution, and general protective value also must be considered. While elven chain mail weighs about as much as studded leather, it is still "heavier." Generally, any armor type whose base armor class (before magical or dexterity adjustments) is AC 6 or better is "heavier" than studded leather, even if it actually weighs less than 25 lbs. due to materials or enchantments, or both.Attributes: 2E

Sage Advice #156 p. 57 (April 1990), Question: 11 🔗
In issue #138, you said that protection from evil effects do not keep undead at bay, except for ghouls. Come on! Since all undead are magically created, they're all enchanted monsters and all are thwarted by protection from evil. While we're at it, you also said that banshees turn as specials, if they can be turned at all. Come on again! The rules say that clerics have power over the undead, not some undead.
 Chain mail armor isn't all metal. Chain mail is a shirt of metal links worn over a padded garment; this is necessary to keep the links from being driven into the wearer's body when a blow strikes. The padding weighs about 10 lbs., giving elven chain mail a weight of 25 lbs., the same as studded leather. Second, weight alone is not the only factor. The armor's thickness, stiffness, weight distribution, and general protective value also must be considered. While elven chain mail weighs about as much as studded leather, it is still "heavier." Generally, any armor type whose base armor class (before magical or dexterity adjustments) is AC 6 or better is "heavier" than studded leather, even if it actually weighs less than 25 lbs. due to materials or enchantments, or both.
 The only undead that are magically created are skeletons and zombies, which are created with the animate dead spell. However, enchanted monsters are those brought into being with conjuration/summoning spells, and animate dead is necromantic. Ghouls are hedged out because their descriptions in the 1st Edition Monster Manual and 2nd Edition Monstrous Compendium say they are. Still, the DM could rule that the normal undead-creation process (in which a being killed by certain undead beings becomes an undead creature, too) is magical. Expanding the list in this fashion logically would include lycanthropes (which suffer from a quasi-magical curse), golems (which are ritually created), creatures such as owlbears and bulettes (commonly known to be magical crossbreeds), and gargoyles (which have "magical natures")—and the list goes on. It's much better to draw the line early on.
 The rules don't say that clerics have power over all undead. Banshees were left off the clerics vs. undead table in the AD&D 1st Edition DMG because they couldn't be turned in those rules (see the 1st Edition Monster Manual, "Groaning Spirit"). Currently, banshees can be turned as "special" undead (see "Groaning Spirit," Monstrous Compendium, Volume 2).
Attributes: 1E, 2E

Sage Advice #156 p. 57 (April 1990), Question: 12 🔗
In issue #148, you said all warrior characters are entitled to exceptional strength scores, but a footnote on page 20 of the 2nd Edition Player's Handbook says halfling fighters do not roll for exceptional strength.
 You are correct. Score one for footnotes and for people who read them.Attributes: 2E, Class

Sage Advice #156 p. 57 (April 1990), Question: 13 🔗
In an earlier issue, you said a paladin's detect evil ability works just like a detect evil spell, and that it could detect evil characters. Isn't there a section in the rules that says detect evil spells don't work on evil characters?
 There sure is. Check out the 1st Edition DMG, page 60. Evil characters don't always radiate evil. Just for the record, I didn't actually say that; one of my editors did [It was me.—Roger]. While my editors are fine people whose timely interventions have more than once caught my errors before I embarrassed myself in print, the shoe was on the other foot this time.Attributes: 1E, Spell

Sage Advice #156 p. 57 (April 1990), Question: 14 🔗
Why does a paladin's immunity to disease protect him from attack by green slime, violet fungi, and other plant monsters?
 In my opinion, it doesn't. My editor [me again] assumed that since green slime can be killed with a cure disease spell, paladins must be immune to its effects. However, green slime is a monster with the ability to destroy flesh, wood, and metal. A disease is a malady caused by a pathogenic organism; a paladin's immunity to disease does not protect him or his equipment from a green slime's attack, its susceptibility to cure disease spells notwithstanding. Similarly, a violet fungi's flesh-destroying attack works on paladins, even though cure disease spells halt its effects. Furthermore, paladins can get infected wounds (if your campaign considers them), as these are not diseases per se; cure disease spells also remove such infections.Attributes: 2E

Sage Advice #156 p. 57 (April 1990), Question: 15 🔗
In issue #146, you discussed the enchant an item spell and said that a magical weapon's bonus was not a spell effect. What about the enchanted weapon spell?
 As described in the AD&D 1st Edition game, the fourth-level spell enchanted weapon did not produce a true "plus." The spell allowed the recipient weapon to harm creatures hit only by magical weapons, but it did not bestow any bonuses whatsoever. Consequently, I tread lightly around the subject in the column. The new enchanted weapon spell, however, does bestow a true bonus and is useful for enchanting most weapons, as described in the 2nd Edition PHB, page 157.Attributes: 1E, 2E

Sage Advice #157, May 1990

This month, the sage continues his tour of the AD&D® 2nd Edition game, with special attention on the 2nd Edition Player's Handbook (PHB).

Sage Advice #157 p. 24 (May 1990), Question: 1 🔗
Can a simulacrum be healed with a cure light wounds spell? How would a spell such as enlarge affect a simulacrum? Can a character detect a simulacrum just by talking to it awhile? How do spells like dispel magic and anti-magic shell affect simulacrums? Since simulacrums are made of snow, are they especially susceptible to fire or heat?
 A simulacrum, once completed, is a creature—not an object—made of nonliving matter; it's a construct something like a golem. Most spells that affect creatures also affect simulacrums. Spells like magic missile, ray of enfeeblement, haste, and protection from normal missiles, which affect only creatures, also work on simulacrums. So do spells like charms and holds, if the creature that the simulacrum duplicates can be affected by those spells.
 A simulacrum is composed entirely of nonliving matter and is not truly alive. Consequently, curative spells do not work on simulacrums, and repairing damage done to them is a difficult and costly process (see the PHB, page 186). (In the AD&D 1st Edition game, a simulacrum could be enlarged or reduced at the lower, nonliving matter rate.) Simulacrums do not need to breathe or eat, through they usually do so to avoid detection.
 Once completed, a simulacrum cannot be dispelled or rendered nonfunctional by a dispel magic spell. Anti-magic shells keep simulacrums and other magically created creatures at bay (see the PHB, page 173), but protection from evil in any form does not. A Mordenkainen's disjunction spell can destroy simulacrums just as it can destroy magical items; the creature's chance to resist the disjunction is based on its creator's level (or on level 14, if the creator's level is unknown).
Simulacrums usually cannot be detected by nonmagical means, since each one is a functioning replica of some creature; however, the replica's degree of accuracy is variable (see the PHB, page 186), and the DM might give players subtle clues as to the creature's actual nature. Very poor simulacrums (having less than 55% of the original's hit points and knowledge) probably shy away from flame or intense heat, and they might speak in monotones. Characters who are quite familiar with the original creature should have no problem finding gaps in the simulacrum's knowledge, as even the best simulacrum has only 65% of the copied creature's knowledge and personality, but all such clues to the creature's true nature should be provided through role-playing. For example, a simulacrum of a character might lack the original's zest for apple cider, lack an unusual nonweapon proficiency, and lack the original's distaste for undercooked meat. Only very perceptive players should be able to detect a simulacrum in this manner.
Attributes: 1E, 2E, Spell, Dispel Magic, Charm

Sage Advice #157 p. 24 (May 1990), Question: 2 🔗
On the Thieving Skill Armor Adjustments table in the PHB (table 29, page 39), is the "Elven Chain" column for magical or nonmagical elven chain mail?
 The information in the "Elven Chain" column applies to both magical and nonmagical armor. Though enchanted armor is easier to wear than nonmagical armor (see the encumbrance rules, PHB, page 79), enchantment doesn't reduce the armor's effect on thieving abilities.Attributes: 2E

Sage Advice #157 p. 24 (May 1990), Question: 3 🔗
Does a spell-caster who is casting a spell in melee have to concentrate so hard that he loses his dexterity bonus to armor class? Do attackers get a to-hit bonus vs. a spell-caster who is casting a spell? Can a mage cast more than one spell in a melee round?
 Spell-casting requires considerable—but not total—concentration. Spell-casting negates dexterity bonuses to armor class, but does not otherwise make the caster easier to hit. Most DMs allow spell-casters to defend normally after a spell is completed, so that the caster can use his dexterity bonus (if any) against any attacks made then. It usually isn't possible for any kind of spell-caster to cast two or more spells in the same melee round, even if the caster is using a haste spell or potion of speed.Attributes: 2E

Sage Advice #157 p. 24-25 (May 1990), Question: 4 🔗
If a mage gets a magical item, such as an ioun stone that increases his intelligence, does his chance to learn new spells and maximum number of spells per level increase? Does he immediately get to try learning spells he has "missed" before? What happens to his spell books if he loses the item? Does a mage have to delete spells from his book if an item, creature, or curse lowers his intelligence score?
 Even temporary increases in a magic user's intelligence score increase the character's chance to learn spells. (The increase provided by an ioun stone is temporary because it lasts only as long as the character keeps and uses the item.) The character cannot immediately try to relearn spells he has failed to learn before, but he can try them again at his increased success chance when he gains a new experience level (see the PHB, page 16). The maximum spells per level rule is optional. If your campaign uses it, the character's spell limit increases along with his intelligence. If the character manages to learn a new spell and write it into his book while his intelligence score is temporarily raised, it stays there even if his intelligence subsequently drops. Intelligence losses of any kind do not affect spell books. However, the DM could rule that not every spell could be replaced if the character's spell book is lost or destroyed and had to be reconstructed.Attributes: 2E, Class

Sage Advice #157 p. 25 (May 1990), Question: 5 🔗
Can thieves use shields? Bards are specifically prohibited from using shields on page 41 of the PHB, but no such restriction is listed with the thief armor information on page 38. I notice that table 38, Thieving Skill Armor Adjustments, has no entry for shields.
 Thieves cannot use shields; only leather, studded leather, padded leather, or elven chain armor is acceptable.Attributes: 2E, Class

Sage Advice #157 p. 25 (May 1990), Question: 6 🔗
If a spell-caster decides to cast a spell, but then loses initiative and is hit in combat, his spell fizzles. Are such spells lost until the caster can memorize them again? What if the caster is using a magical item? Can spell-casters who have their spells ruined attack the same round as the spells were lost?
 Spells and scrolls are used up and lost if they are disrupted during casting. Some magical items require a "casting" procedure that can also be disrupted; these include wands, staves, and rods if the command word optional rule is in effect. (This assumes that the "command word" is actually a phrase or rhyme; perhaps the wielder must actually accompany the speaking of the phrase or rhyme with some kind of somatic gestures.) If wand, stave, or rod use is disrupted, the appropriate charges are expended and lost. Rings, weapons, armor, and miscellaneous magical items generally have very short command words or sequences (if they have any at all) and usually cannot be disrupted. Some wands, staves, and rods that are usable by non-spell-casters, such as the rod of lordly might and wand of secret door and trap location, tend to have very simple command words or sequences and also cannot be disrupted. Spell-casting and magical-item use count as actions. A character cannot perform a second action in the same round even if the spell or item's effect is disrupted.Attributes: 2E, Scroll, Dispel Magic

Sage Advice #157 p. 25 (May 1990), Question: 7 🔗
The rules in both editions of the AD&D game say that paladin must give 10% of his income to a charitable institution. What defines income? My DM says income is all money and wealth the paladin has, so my paladin tithes part of the same money again and again. Would nonmonetary wealth (such as a mount, property, or armor) be included in income?
 Income is, literally, incoming or "new" wealth. Savings, equipment, and property are not income. As explained in the AD&D 2nd Edition rules, however, tithing is not the limit of a paladin's largess (see the PHB, page 28). The 10% tithe is paid immediately before the paladin does anything else with his income. After his tithes and expenses are paid, a paladin is obligated to donate the rest to a worthy cause.Attributes: 2E, Class

Sage Advice #157 p. 25 (May 1990), Question: 8 🔗
Can the armor class bestowed by a shield spell be enhanced with rings of protection, bracers of defense, or other protective items?
 No. The caster gets the armor class bestowed by the spell, or his own current armor class as modified by magic and dexterity, whichever is better vs. any given attack. However, the spell's saving-throw bonus is cumulative with dexterity and magic.Comment: This is contradicted / redefined in Sage Advice #193 where it is said that items that give an additive bonus, such as ring of protection does stack, while items that give a flat base AC such as bracers of defense does not stack.Attributes: 2E

Sage Advice #157 p. 25 (May 1990), Question: 9 🔗
Can a mage use a teleport spell to travel into and out of a castle built on a drifting cloud? Or would the cloud's motion make teleporting impossible?
 Unless there is some outside force preventing it (see the PHB, page 172), a character can teleport from anywhere. Particularly strict DMs might rule that any momentum the teleporting character has will carry over after the teleport is complete. For example, if a wizard teleports out of a runaway mine car, he still might be in for a whopping impact at his destination. Unless the DM decides that the magic needed to keep a cloud castle aloft blocks teleportation, it is possible to teleport to that castle. Motion is not a factor in determining what constitutes a viable destination for a teleport spell. In a sun-centered solar system, every piece of a planet's surface constantly undergoes complex motions as the planet rotates, revolves around its star, and hurtles through space with the rest of the system (not to mention any tectonic motions in the planet's crust). Nevertheless, one can teleport to any place on the planet. The key word is "place." A piece of ground, an asteroid, and a castle are all places and thus can be the destinations of a teleport spell even if they are in motion. Any other place that can provide a substantial surface as required in the spell description will also serve. Stability goes hand in hand with substance in this case; a constantly changing surface such as a flowing stream, patch of quicksand, or heaving ship's deck cannot be a destination for a teleport spell. Note that carts, wagons, ships, and other conveyances are objects, not "places." A character can teleport from such locations, but not to them.Attributes: 2E

Sage Advice #157 p. 25 (May 1990), Question: 10 🔗
Can normal aging raise a character's ability scorse above the character's racial maximum? Can it raise a score from 18 to 19?
 The rules on ability-score minimums and maximums (see the PHB, page 20) make it clear that the limits apply only to characters when they are being created. So if a character actually lives long enough to get an intelligence or wisdom boost (these are the only ability scores that increase with age), I see no reason why he shouldn't get the full benefit. Note that magical aging does not improve intelligence and wisdom; only actual life experience does that.Attributes: 2E, Magical aging

Sage Advice #157 p. 25 (May 1990), Question: 11 🔗
What is the use of taking two or more days to write a scroll into a spellbook when a wizard can just memorize the spell from the scroll?
 Scrolls are temporary magical writings good for one—and only one—use. I suppose a wizard could memorize a spell from a scroll, but doing so would use up the scroll, as would writing the scrolls spell into a book. This being the case, I should think the advantage of taking the time to make a permanent record of the spell in a book is obvious.Attributes: 2E, Scroll

Sage Advice #157 p. 25 (May 1990), Question: 12 🔗
How much water is created by a reversed transmute water to dust spell?
 The reversed spell changes dust, dirt, or mud into water. A wizard can create a 10' cube of water per caster level, provided that enough material is on hand to be transmuted. A priest converts one cubic yard (a cube 3' across each side) per caster level.Attributes: 2E

Sage Advice #157 p. 25 (May 1990), Question: 13 🔗
Can the caster of the fifth-level priest spell rainbow choose a specific arrow even if it is not the "next" in order? What is the order?
 Yes, the caster can always choose which arrow to fire, provided it hasn't already been used. The "next" arrow appears automatically only when the caster fails to request a specific color or when he requests a color that has been already used. The arrow-color order is just as listed in the spell description: red, orange, yellow, green, blue, indigo, and violet.Attributes: 2E, Spell

Sage Advice #157 p. 25 (May 1990), Question: 14 🔗
Is magic resistance in the AD&D 2nd Edition game affected at all by the spell-caster's level?
 No, not anymore.Attributes: 2E

Sage Advice #158, June 1990

This month, the sage continues his tour of the AD&D® 2nd Edition game. DMG is the 2nd Edition Dungeon Master's Guide, and PHB is the 2nd Edition Player's Handbook (PHB).

Sage Advice #158 p. 71 (June 1990), Question: 1 🔗
What are-the size, speed factor, and other statistics for the scythe wielded by the minor death produced by a deck of many things (see the DMG, page 166-167)?
 Speed factor is irrelevant in the case of the minor death; it always strikes first. In a character's hands, a scythe makes a cumbersome weapon at best. I suggest the following statistics: cost 5 gp; weight 7 lbs.; size L; type P/S (the blade has both a curved cutting edge and a sharp point); speed factor 10; damage 2d4 (S-M)/1dG (L).Comment: 1dG is clearly wrong and maybe should be 1d10. Size L contradicts Priest's, Druid's, Ranger's Handbook. Combat & Tactics agree on the size.Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 2 🔗
Where is the table for determining what kind of coins can be found in a Bucknard's everful purse? How long can the purse be empty before it becomes nonmagical? I know the book says "a few minutes," but what does that really mean?
 The table was accidentally printed on page 160 of the DMG, under the heading "BAG OF TRANSMUTING." Individual DMs are free to define "a few minutes," but I suppose 2-5 minutes is a good base value. The real intent behind the "few minutes" comment is to say that a character is free to empty the purse and get his daily crop of coins, but must put at least one coin back in before he goes off and does anything else. Most DMs rule that a coin of each type must be present to get the full effect; for example, if a purse could produce silver, electrum, and gold, then leaving just one silver piece inside would keep it functioning—but the next day it would produce only silver pieces.Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 3 🔗
How come chain mail costs less than armor that doesn't protect as the wearer well? Chain mail, for instance, costs 75 gp, vs. 120 gp for scale mail. This is a misprint, right?
 No misprint. Scale mail costs more to make than chain mail, but its older, less efficient design makes it inferior to chain mail. The same goes for ring mail (cost 100 gp). People who know how to make chain mail needn't bother with scale or ring mail. What kind of armor is available in any given campaign depends on the time period in which the game is set (see the DMG, page 35).Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 4 🔗
Can a ring of spell storing containing a find familiar spell enable a nonwizard character to summon a familiar? How long would it take to cast find familiar from a ring of spell storing? How does the "one attempt per year" rule apply to characters using a ring of spell storing?
 It is perfectly reasonable to say that only wizards have the mental training to maintain the empathic link between master and familiar. It also is perfectly reasonable to say that a ring of spell storing is powerful enough to make any spell stored within it work for the ring's owner. Individual DMs must decide on their own which is the case. Any spell cast from a ring of spell storing has a casting time of five. The character who puts the spell into the ring, however, must go through the spell's normal casting procedure. In this case, the wizard must fire up the brazier full of incense and spend up to 24 hours casting. Note that this makes it very unlikely that find familiar will be found in a ring of spell storing and even more unlikely that NPC spell-casters can be hired to restore it to the ring. The "one attempt per year" limit applies to both the ring and the owner; that is, only one attempt can be made each year with any given ring, and a character who has two rings cannot try to summon a familiar twice in the same year by using each ring once.Comment: Rings have a general initiative modifier of +3. Ring of spell storing is specifically mentions a cast time of 5. From the description it sounds like the spells cast via the ring can be interrupted.Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 5 🔗
My wife and I have a continuing argument over the properties of the vorpal blade. She insists that strength bonuses are considered when determining whether the weapon severs a victim's neck. I point out that the footnote on page 186 of the DMG says only the sword's +3 bonus affects the score required to sever.
 This is probably the first time I've been asked to settle a domestic argument. Bonuses for strength, specialization, spells (such as bless or prayer), situation (opponent surprised, prone, etc.), or the like do not affect the score needed to sever. Thus, it is quite possible to solidly hit an opponent, due to a good roll and high bonuses, but not sever his neck. In fact, the table could—and probably should—read as follows (the same table can be used for the sword of sharpness):
Opponent Unmodified
to-hit roll
needed to sever
head/neck
Normal/armored 17-20
Larger than man-size 18-20
Solid metal or stone 19-20
Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 6 🔗
The PHB says that rogues can have a maximum score of 95% in each of their special abilities, but the DMG has a table on page 23 that shows scores of 99%. However, the same table in the Dungeon Master's Screen shows no score above 95%.
 The maximum score is 95%. The table in the Dungeon Master's Screen corrects Table 19 in the DMG.Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 7 🔗
Will a girdle of dwarvenkind allow a nondwarf to get full benefits from a hammer, +3 dwarven thrower?
 No; nor will the wearer suffer magical item malfunctions as dwarves do (see the PHB, page 21).Attributes: 2E

Sage Advice #158 p. 71 (June 1990), Question: 8 🔗
What is the correct formula for a fighter's individual experience awards, as listed in the DMG, page 48? Does the fighter's level change the award? Is the award given for every monster the party defeats?
 The formula is the monster's hit dice multiplied by 10. The word "level" is a misprint. All individual awards are just that; they are awarded to characters who do things without help from other characters. For fighters, the individual award for defeating a monster is made after a one-on-one contest.Attributes: 2E

Sage Advice #158 p. 71+74 (June 1990), Question: 9 🔗
How come red dragons in the Monstrous Compendium have fewer hit dice than blue dragons and no more hit dice than green dragons? What does the red dragon's THAC0 entry, "7 (at 9 HD)," mean? Also, the example in the general information section says that a black dragon's base hit dice is 10, but the black dragon's description says the base is 12 HD.
 There is a typo in the red dragon's statistics. A red dragon's base hit dice is 15; a black dragon's base hit dice is 12 (the example is wrong). All dragons' THAC0s are determined by their adjusted hit dice, so a hatchling red dragon (9 HD) has a THAC0 of 11.Attributes: 2E

Sage Advice #158 p. 74 (June 1990), Question: 10 🔗
Is there some mistake in the horse listing in the Monstrous Compendium? I mean, simple riding horses have more hit dice and a better THAC0 than light or medium war horses, and they move a lot faster than medium war horses.
 There sure seems to be an error. If you want to cut riding horses down to size, just treat them as light war horses with one attack (a bite) for 1-2 hp damage. Regardless of statistics, non-war horses are nervous creatures that are more likely to flee than to fight.Attributes: 2E

Sage Advice #158 p. 74 (June 1990), Question: 11 🔗
What do the "juvenile" entries in the Monstrous Compendium's giant experience-point value entries mean? Why are young giants treated like adult giants of different species? Shouldn't young giants have abilities that reflect those of adults of their own race? If young giants are treated as adult members of other races, shouldn't you use those races' experience values? Just how tall are young giants?
 Those mysterious experience-point values are part of an aborted attempt to do just what you suggest—extrapolate juvenile abilities from adult abilities. However, this was dropped during the editing process to keep things simple and to keep the revised giants more compatible with the ones in the AD&D 1st Edition game. The juvenile experience-point values were printed in error and should be ignored; use the experience values from the appropriate race when making experience awards for juvenile giants.
 If you want to derive young giants' abilities from adult members of the race, here's the discarded system: To determine an immature giant's age randomly, roll 1d4 A roll of 4 indicates an infant with no combat abilities and -4 hit points per die (minimum 1 hp/HD). Other rolls indicate juveniles with penalties to hit points, attack rolls, and damage done equal to the die roll. Juveniles in the -3 category also do one less die of damage per blow. For example, a -1 hill giant juvenile would have -1 hp/HD (with a minimum of 1 hp/HD) and a THAC0 of 10, and would do 1d6 - 1 hp damage with its fists or 2d6 + 6 with a club. A -3 hill giant has -3 hp/HD, a THAC0 of 12, does 1d6 -3 hp damage with its fist or 1d6 +4 with a club. Juveniles can hurl rocks; their minimum range is the same as an adult's, and the maximum range is equal to the adult maximum minus a value equal to 10 yards times the juvenile's combat penalty; the combat penalty also is subtracted from each die of damage that the rock does (minimum of 1 hp/damage die). For example, a -1 juvenile hill giant can hurl a rock from three to 190 yards for 2d8 - 2 hp damage.
 Infant giants are less than one-quarter the height of an adult, but are usually not less than one-sixth adult height. Juveniles are anywhere from one-quarter adult height to full adult height; a -3 juvenile would be from one-quarter to one-half adult height, a -2 juvenile would be from one-half to three-quarters adult height, and so on.
Attributes: 2E

Sage Advice #158 p. 74 (June 1990), Question: 12 🔗
Can you play the FRE-series Avatar modules alter reading the books?
 According to Avatar project coordinator Jim Lowder, the story as told in the three, Avatar books—Shadowdale, Tantras, and Waterdeep—does not compromise play of the modules at all. The books tell the story of a group of fallen deities struggling to regain their powers. The modules deal with the mortals who help them.Attributes: 2E

Sage Advice #159, July 1990

Once again, the sage tours the AD&D® 2nd Edition game, with some scenic stops in unusual areas. DMG is the 2nd Edition Dungeon Master's Guide.

Sage Advice #159 p. 39 (July 1990), Question: 1 🔗
The description of the troll in the Monstrous Compendium says that any hit with a "natural" 20 severs a limb. Does this apply to attacks against other creatures? If not, why does the game have the seventh-level priest spell regenerate?
 Trolls are thin and rubbery, and are prone to being hacked apart, although hacking apart a troll doesn't do much good. Unless the DM creates his own critical-hit system, it's not possible to hack limbs off other creatures in combat. However, swords of sharpness, monsters such as green slime, crude forms of medieval justice, and many other hazards in the game can lead to the loss of limbs—hence the regenerate spell.Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 2 🔗
The Monstrous Compendium, Volume One lists statistics for greater rakshasas, but gives no experience-point values for them.
 Greater rakshasas are the Rhuks, Rajahs, and Maharajahs.Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 3 🔗
One of my players wants to run an ultimist character from POLYHEDRON™ Newszine issue #23. This is a powerful class. Is it intended for PC use or just for NPCs?
 Neither. The ultimist is a piece of satire. In this case, the mockery is directed at players who insist on having characters who can do anything and everything. Try not to laugh too hard if you player asks about playing an ultimist again.Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 4 🔗
When can we expect to see rules for psionics in the AD&D 2nd Edition game?
 A handbook on psionics is tentatively scheduled for release in early 1991. Stay tuned for further developments.Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 5 🔗
How much does it cost to build a castle, tower, or other fortification? I couldn't find this information in the DMG.
 This information is presented in DMGR2 The Castle Guide (TSR Product #2114), available now.Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 6 🔗
Can a spellfire wielder (from FR7 Hall of Heroes, pages 49-50) ever return to his original class? Can a spellfire wielder absorb clerical spell energy? If so, is this voluntary or involuntary? What happens to spellfire wielders who absorb more energy than their limit? How do you determine if a character can have spellfire ability?
 A character with spellfire powers never actually leaves his original class. However, to gain experience in his original class, the character must refrain from using any spellfire abilities during an adventure. If the character does use a spellfire ability, all experience earned during that adventure goes toward the character's spellfire level, except for individual experience awards for the character's original class (see the DMG, page 48), which are lost.
Spellfire wielders can absorb magical energy from almost any source: spells of all types, breath weapons, gaze attacks, and just about anything else. At the 1st level of spellfire ability, absorption is involuntary; the character drains any magic with which he comes in contact, including useful magical items and healing spells (only rest or nonmagical healing can heal damage to the character). Absorption is strictly voluntary at 2nd level and above.
 Exactly what happens if the character exceeds his limit is unrevealed. I suggest that either the character becomes unable to absorb more energy once he reaches the limit and consequentially is affected normally by any magic with which he comes in contact while "full," or he absorbs the excess and automatically releases one level of energy each segment (10 times per round), suffering 1-6 hp damage each time, until his total energy falls back into the "10 x constitution" category.
Spellfire is a variant type of magic created by Ed Greenwood in his novel of the same name. Only the DM can decide if a particular character can have the ability. It seems likely that only one spellfire wielder can be alive at a time on any given world, and that the ability is hereditary.
Attributes: 2E

Sage Advice #159 p. 39 (July 1990), Question: 7 🔗
Why can't halflings be rangers? Halflings can be clerics, and rangers have a few clerical spells. Why can't gnomes be bards? Gnomes are known for their sense of humor and should have access to some kind of jester-type abilities. Why can't [my favorite race] become [my favorite class], since [several dozen good reasons why this race/class combination is justified exist]?
 Game logic and game balance require that demihumans have limited character-class options. According to game logic, halflings don't become rangers because they aren't inclined to be. Halflings who really like the outdoors and nature become druids. Halflings who are nimble and good at hiding become thieves; that's just the way halflings are. Gnomes who feel roguish become thieves themselves. Those who tend toward flashy expositions become illusionists. (Illusionists, by the way, have an almost infinite capacity for vivid storytelling and practical jokes, as even a quick look at the spells in the illusion/phantasm spell school will show.)
 Only humans have the ability to become any class they want to be (ability scores permitting), and they can advance all the way to level 20. That's what makes humans unique. Demihumans have completely different psychological, physical, and spiritual makeups from humans; that's what makes each demihuman race unique. Overall, demihumans are not nearly so versatile or adaptable as are humans, because all have special skills and limitations derived from their heredity and culture that simply close some doors to them when they seek professions. Game balance requires that each race in the game be equally playable. If demihumans—with their infravision, special resistances, and special abilities—could freely choose from every character class in the game, there wouldn't be much reason to play a human character. As I've said before, the D&D® and AD&D games are games of choices; to get something, you've got to give up something else. Good players make the right choices most of the time and know how to capitalize on their characters' strengths while finding ways to circumvent their weaknesses. While changing the rules to eliminate character weaknesses is one way to circumvent them, it isn't a clever or heroic one.
Attributes: 2E

Sage Advice #160, August 1990

This edition of "Sage Advice" looks at the major fantasy settings for the AD&D® game. Note that some of the older materials for these settings were designed for the AD&D 1st Edition game (e.g., DRAGONLANCE® Adventures, herein known as DLA).

Sage Advice #160 p. 32 (August 1990), Question: 1 🔗
In issue 143, you said that Raistlin Majere's vision shows the effects of time only on living things. But in "Raistlin's Daughter," (in Love and War, page 286), Raistlin sees rocks crumbling to dust.
 First, there are subtle differences between Krynn as described in the novels and Krynn as described in the game products. This is inevitable, since game materials have to be both self-consistent and playable. So, when you're playing a game set in Krynn, Abeir-Toril, or Oerth, follow the details given in the game products—if they differ from the books, it's probably for a good reason.
 Second, if you reread that page carefully, you'll find that Raistlin isn't actually seeing rocks crumble; he just says he sees rocks crumble. Raistlin wouldn't be above bending the truth now and again if it suited his purposes.
Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 2 🔗
"Love and War" also includes a brief encounter with a half-orc. Are there orcs on Krynn?
 Krynn has no orcs. The reference is due to an error in the narrative; the character in question probably had some ogre or goblin blood.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 3 🔗
Please give the height, weight, average lifespan, and base movement rate for each of the 13 major races on Krynn, including the irda and the minotaurs.
 Complete information on each race is given in the DRAGONLANCE Appendix to the Monstrous Compendium (MC4, volume 4, TSR product #2105). To randomly generate height, weight, and maximum age, use the information given on page 24 of the 2nd Edition Players Handbook unless MC4 directly contradicts it. For irda, I suggest the following: base height 62", variable 2d10"; base weight 120 lbs., variable 6d10 lbs.; base starting age 100 years, variable 3d12 years; base maximum age 400 years, variable 2d100 years. For minotaurs, I suggest: base height 74", variable 2d10"; base weight 300 lbs., variable 8d10 lbs.; base starting age 18 years, variable 1d4 years; base maximum age 105 years, variable 2d20 years.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 4 🔗
I'm having trouble the Character Racial Minimum & Maximum Table on page 117 of DLA. In the "Accepted Classes" column, what do the letters mean?
 These are abbreviations for character-class names. The abbreviations and their meanings are from the Character Class Master Statistics Range Table, also on page 117. Note that the barbarian and acrobat classes have been removed from the AD&D 2nd Edition game; if you want them, either use the rules from the 1st Edition game or assign the character the appropriate kit from the Complete Fighter's Handbook or Complete Thief's Handbook.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 5 🔗
Which class's combat chart do tinker gnomes use? How quickly do tinker gnomes gain proficiencies? DLA contradicts itself on this point. Also, do tinker gnomes have any alignment restrictions?
 A tinker gnome with enough common sense to fight with a simple weapon instead of an outrageous gnomish device uses the magic-user THAC0 chart (see the Rule Book of Taladas, pages 3-4, from the Time of the Dragon boxed set). Tinker gnomes gain one weapon and two nonweapon proficiencies every three levels, as indicated in DLA, page 117. Most tinker gnomes are lawful good or neutral good, though any nonevil, nonchaotic alignment is acceptable.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 6 🔗
Which weapons, armor, and magical items can tinker gnomes use? Can they use proficiencies from the AD&D 2nd Edition game? If so, which ones?
 Tinker gnomes can become proficient in any weapon that creatures their size could use, but they wear no armor. Generally they disdain magic, but PC tinkers can use any magical item except those usable only by bards, wizards, clerics, or their sub-classes. When using proficiencies from the AD&D 2nd Edition game, tinkers can choose proficiencies from the following groups: general, priest, and wizard. Rogue and warrior skills can be selected at double-normal cost.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 7 🔗
How many draconians can be produced from a single dragon's egg? Is there a process that produces different kinds of draconians from evil dragon eggs?
 One egg produces multiple draconians (DLA, page 73). DL9 Dragons of Deceit, page 41, area L23, includes a scene in which 4d12 sivak draconians are hatched from a single silver dragon egg. It might be possible to produce new races of draconians from evil dragon eggs, but neither the good nor the evil dragons, nor their deities or servants, have been inclined to look for such a way.Attributes: 1E, 2E

Sage Advice #160 p. 32 (August 1990), Question: 8 🔗
DLA says that Krynn has no assassins or monks, yet the deity Majere is said to be a patron of monks. Also, kender are specifically prohibited from being assassins; why would a prohibition be necessary unless there was an assassin class?
 There are no monk or assassin character classes on Krynn. However there are cloistered religious orders of clerics dedicated to the gods, and these clerics may be labeled "monks" in the historical sense of the word. Beings who kill other beings for pay are generally known as assassins; note also that the assassin kit from the Complete Thief's Handbook is available for Krynn campaigns.Attributes: 1E, 2E

Sage Advice #160 p. 32-33 (August 1990), Question: 9 🔗
I've noticed that although wizards of the Red Robes are allowed to cast invocation spells, the rule books list no wizard spells of this type; its use seems to be restricted to clerical spells. Also, the spell kiss of night's guardian is listed as an evocation spell; does this mean that only wizards of the White Robes can cast it?
 As shown in the Krynn spell summary (see DLA, page 126), invocation and evocation spells are part of the same group. Spells that create something out of virtually nothing or that release raw power fall into this category. Generally, "invocation" implies that the effect comes as the result of a petition to a greater power, while "evocation" implies the effect was compelled. This is why most clerical invocation/evocations are listed as invocations. The fact that the order of the Red Robes calls its invocation/evocation spells "invocations" could give a clue to its basic approach to magic, or it could be just a clever use of names.
 Exactly who can cast kiss of night's guardian is unrevealed. It seems to be the personal prerogative of the master of the Tower of High Sorcery at Palanthus.
Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 10 🔗
Do the minotaur and irda races get racial modifiers for thieving skills? Do the other races on Krynn get such modifiers for their corresponding races?
 Minotaurs cannot become thieves. Irda have no racial adjustments to thieving skills. The other races and their subraces get the standard racial modifiers as described in the 2nd Edition Players'Handbook, page 39; kender use the halfling modifiers, all subraces of elves use the elf modifiers, and so on.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 11 🔗
Please give the weapon statistics for the kender hoopak.
 A hoopak is a cross between a bo staff and a staff sling. When used as a staff, its statistics are: type B; speed factor 4; damage 1d6/1d4. As a sling, the statistics are: type B; speed factor 11; damage 1d4 + 1/1d6 + 1; rate of fire 2/1; range 3-6 (medium), 6-9 (long). (The hoopak has no short-range category and cannot be used against targets closer than 30 yards.) Hoopaks weigh two pounds. They usually cannot be purchased; a relative or friend gives an adventuring kender his first hoopak. If found and sold, a hoopak might bring as much a one steel piece; kender themselves are not prone to purchase hoopaks from nonkender, and they always arrange to "pick up" any hoopak they see in nonkender hands.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 12 🔗
Isn't there an error in the River of Time section on pages 86-87 of DLA? According to this chronology, Huma defeated the evil dragons in 2645 PC, but the Knights of Solamnia weren't founded until 1225 PC. Since Huma was a Knight of Solamnia, wasn't he 1,400 years too early?
 Actually, the River of time puts Vinas Solamnus, founder of the Knights of Solamnia, 1,400 years too late. The order was founded in 2692 PC. The year 1225 PC is erroneously reported as the year of founding probably because the order's oath and measure were either written or extensively revised that year.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 13 🔗
Do clerics of the Holy Orders of the Stars get bonus spells for high wisdom scores? Do clerics of Solinari, Lunitari, and Nuitari get bonus spells? Do they also get magic-user spells?
 Clerics of the Holy Orders of the Stars do get bonus spells for high wisdom scores. Solinari, Lunitari, and Nuitari have no clerics.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 14 🔗
Where can I get detailed information about the Valley of the Mage?
 The last word on the Valley of the Mage can be found in module WG12 Vale of the Mage (TSR Product #9270).Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 15 🔗
Can zero-level characters, as described in Appendix 1 of the book GREYHAWK® Adventures, retain and use abilities from other classes once they choose a class? Once they pick a class, can they use unspent attribute points for additional abilities?
 Once a zero-level character chooses a class, he can keep abilities from other classes only so long as he pays the experience penalty from the table on page 125, and so long as he practices the skill between levels. If the character gains a new level for any reason without practicing the skill at least once, the skill is lost. All unspent attribute points are immediately converted to experience points, at the rate of 10 xp per ap, when the character chooses a class. Once these remaining attribute points are converted, the character cannot gain new skills from other character classes.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 16 🔗
How can zero-level characters accumulate so many hit points, then abruptly lose them when advancing to first level? Are the experience penalties on page 125 cumulative? If so, what happens to a character who has penalties totalling more than 100%? What constitutes practicing a skill?
 Zero-level characters are untried, enthusiastic, and flexible; this gives them leave to obtain a whole range of abilities that less callow adventurers can't get (as explained on pages 117-118). However, the shortcuts, blind stabs, and side explorations beginners make must be abandoned if they are ever to become really skilled at anything. Thus characters have to do a little backstepping when they reach first level. The experience penalties are cumulative, but optional. A character can drop a skill and avoid the experience penalty at any time. In the case of penalties totalling more than 100%, the character must abandon skills until the penalties total 100% or less. DMs are free to set their own standards for skill practice. I suggest the characters practice their skills during nonadventuring time according to the rules on page 119. The character must accumulate as many study points as originally required to learn the skill, and retains the knowledge for three months per study point earned. If a character successfully uses a skill one or more times during an adventure, extend his knowledge one month.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 17 🔗
The beginning of the deities section in GREYHAWK Adventures says that clerics get their special powers "during times of special need." What defines a time of special need?
 Clerics of Greyhawk deities get their special abilities when they fulfil the requirements for getting them as described in the section on each deity. However, the head cleric at a temple always can, in time of need, call on spell-like powers granted by the deity—even if the cleric is of insufficient level to have the ability and even if the cleric has "used up" his daily allotment of the ability. The DM must decide what events are times of special need as they arise, but they always should include times when the temple is being invaded and any time the deity's power is in question and the cleric must—or should— demonstrate it.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 18 🔗
What deity or deities are venerated by the elves in Celene (including Enstad) and in the Duchy of Ulek?
 Ehlonna is the primary deity among the elves in Ulek and Celene, and she has a strong following among elves everywhere else on Oerth.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 19 🔗
Who allies with Celene and Ulek against the humanoids in the Pomarj?
 Usually Veluna and Furyondy do so.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 20 🔗
Are the population figures given for Duchy of Ulek and its capital, Tringlee, for humans or elves?
 In any entry, the figure given for population is the area's human population. When actual numbers are given for demihumans or humanoids, these are in addition to the human population. Numbers given for city populations are the total number of beings (human, demihuman, etc.) living there; unless noted otherwise, the distribution of races is the same for the country as a whole. In the case of Tringlee, the population is about 55% elvish and 45% human with a smattering of gnomes.Attributes: 1E, 2E

Sage Advice #160 p. 33 (August 1990), Question: 21 🔗
What race is Lewenn, Count Palatine of Ulek?
 Lewenn is probably human. Generally it is safe to assume that a country's ruler is human unless his description says otherwise.Attributes: 1E, 2E

Sage Advice #161, September 1990

This edition of "Sage Advice" continues to examine the major fantasy settings for the AD&D® game. Krynn and Oerth were covered last month; this month we visit Abeir-Toril.

Sage Advice #161 p. 88 (September 1990), Question: 1 🔗
Which of TSR's modules are set in the FORGOTTEN REALMS setting?
 Only products with the FORGOTTEN REALMS banner on the front cover are actually intended for use in this setting. A complete product bibliography (good up to March 1990) appears on page 154 of the AD&D 2nd Edition hardbound volume FORGOTTEN REALMS Adventures. Of course, a clever DM could place almost any adventure in one of the many unexplored corners of the Realms.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 2 🔗
Where is the game information on the magical book, The Tome of the Unicorn, described? The table at the back of FR4 The Magister says information is given on page 41 of the DM's Sourcebook of the Realms, but the information given there is pretty spotty.
 Full details on The Tome of the Unicorn are given in the DM's Sourcebook of the Realms, pages 92-93.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 3 🔗
Where can I find a full description of the greenstone amulets worn by the Flaming Fist mercenary company? I understand these items can recharge themselves; how often can they do this?
 A description of the greenstone amulet is included in FR4 The Magister (TSR product #9229). A greenstone amulet automatically begins recharging itself whenever its charges drop to zero. The amulet spends 1d4 x 11 turns recharging itself, gaining one charge each turn. It remains nonfunctional during recharging.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 4 🔗
There are several wands and staves described in FR4 that can explode if broken accidentally. Will they also explode if broken deliberately, even by nonwizards?
 These items are extremely unstable and will indeed explode if broken deliberately, even by nonwizards. Note that this is not the case with normal items. Most wands and staves do not explode when broken in any fashion. The more powerful items, such as the staff of the magi, explode only when held and broken by a wizard who deliberately calls for a retributive strike.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 5 🔗
Volume 1 of the Kara-Tur boxed set mentions a new scholar character class (on page 18). Where can I find information on this class?
 The "class" mentioned on page 18 is that of the mandarins, which is a social class in Shou Lung, not a character class. Check out the section on the mandarinate on page 7 for details.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 6 🔗
There is at least one character in the FORGOTTEN REALMS novels who fights with a scimitar in each hand. How is this possible, since a scimitar is a size M weapon?
 The character you are thinking of is Drizzt, from the Icewind Dale trilogy. In this particular case, there is a game rule that covers the use of a medium-size weapon in each hand. See the notes on the two-weapon style in the fighting styles section of the Complete Fighter' s Handbook, pages 61-64.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 7 🔗
Will there be a FORGOTTEN REALMS atlas?
Yes. The FORGOTTEN REALMS Atlas (TSR product #8442) is due for release this August and will cost $15.95/£10.95.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 8 🔗
We all know that Elminster does a lot of traveling. Has he ever been to Oerth or Krynn?
 Perhaps, but he's not saying.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 9 🔗
When reading the sourcebook FR1 Waterdeep and the North, I had trouble finding some of the features mentioned in chapter one on the maps provided with the boxed set.
 Check out TM4 City of Waterdeep Trail Map (TSR Product #9401) or the map showing Waterdeep in FR5 The Savage Frontier (TSR Product #9233). Also see "Welcome to Waterdeep," in DRAGON issue #128, which has a map and other materials that were dropped from FR1.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 10 🔗
Exactly what kind of landscape is indicated by "clear" terrain areas on the various Realms maps?
 Clear terrain is rolling and open, and generally free from major obstacles such as impenetrable forests, mountains, etc. Most clear terrain is plains or farmland, but there also can be low hills, solitary trees, clumps of woodland, and gullies.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 11 🔗
To what scale are the various city maps found in the Cyclopedia of the Realms (from the FORGOTTEN REALMS boxed set) drawn?
 The scales vary from map to map because cities of different sizes were presented in the same-size spaces. You can get a rough idea of the scale for each map by looking at the narrow sides of the buildings shown; most are about 20' long.Attributes: 1E, 2E

Sage Advice #161 p. 88 (September 1990), Question: 12 🔗
What are the scales of the various FORGOTTEN REALMS maps supposed to be? I have them all, and some of the scales seem to be at odds with the others.
 The two continental maps in the boxed campaign set are drawn at 1" = 90 miles. The area detail maps in the boxed set and in the modules are 1" = 30 miles. The keys on the trail maps show the scale as 1" = 90 miles, but this is a misprint. The scale-of-miles bar at the upper right-hand corner indicates that 1" = about 142 miles, a scale that works quite well when you compare distances between major landmarks shown on both the trail maps and the continental maps. Attributes: 1E, 2E

Sage Advice #161 p. 88-89 (September 1990), Question: 13 🔗
When will the replacement maps for the boxed campaign set be available?
 New maps are already available. However, the only difference between them and the maps in the early print runs of the boxed set are the colors. The current maps have colors that match the map colors in the modules and in the Kara-Tur boxed set. If you have older maps (ones with pale blue oceans and light beige clear areas), you can get color-corrected maps by sending $5.00 to the Mail Order Hobby Shop and requesting replacement maps for product number TSR1031. The address is:
 The Mail Order Hobby Shop
 P.O. Box 756
 Lake Geneva WI 53147
 U.S.A.
Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 14 🔗
I'm having a lot of trouble fitting the City of Waterdeep Trail Map with the Kara-Tur Trail Map. The closest match I can get leaves a big gap near the Great Sea and a rather abrupt end to the Dust Desert.
 Here's how things were explained to me: The Waterdeep map is drawn from a western perspective. The farther east you go, the less accurate it gets because westerners don't know a lot about the East. Likewise, the Kara-Tur map is drawn from an eastern perspective and gets less accurate the farther west you go. In any event, remember that the boxed sets are meant to be campaign settings. Each DM's campaign is going to be a little different. An area where even the published information is uncertain provides the DM with at least one mysterious place where only he knows what's going on (at least until PCs actually explore it).
 It sounds to me like you're going about fitting the maps together in the right way. The maps match pretty well if you just line up the borders, but you have to adjust a little to match the city of Solon (which is shown on both maps) and the southern and northern coastlines. When overlapping the maps, I suggest putting the Kara-Tur map on top, as the mountains east of Solon really are there. Individual DMs will have to decide where the Dust Desert really ends—the edges would vary with the annual weather anyhow. The empty gap in the south is unexplored territory, but there has been some discussion of filling it in with an Arabian land.
Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 15 🔗
What is the polar circumference of Abeir-Toril?
 Abeir-Toril's exact dimensions are unrevealed, but the planet is roughly Earth's size. This would make its equatorial circumference about 25,000 miles. The polar circumference would be slightly less, about 24,900 miles.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 16 🔗
How can a PC become a Red Wizard of Thay?
 The Red Wizards are nasty, reprehensible, and generally subject to the whims of their superiors. This makes them unsuitable for use as PCs in most campaigns. However, FORGOTTEN REALMS Adventures (TSR product #2106) contains basic information on the Red Wizards, including how to get in (see page 127).Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 17 🔗
Would it be accurate to assume Chult is an African setting?
 No. Chult is more akin to Conan Doyle's Lost World, complete with dinosaurs, lost tribes, etc.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 18 🔗
Can PCs who travel from Faerun to Kara-Tur learn martial arts or other Oriental proficiencies? Can western races adopt Oriental classes? For example, can there be elven samurai?
 Western (gajin) characters can learn Oriental proficiencies if they can find Oriental masters to teach them. Finding such masters should require lots of good fortune, skillful role-playing or both. Since there are spirit folk samurai, I see no reason why elves couldn't also become samurai (maximum level 12) with proper sponsorship. However, the samurai are a social class as well as a character class, and first-generation gajin samurai of any race would be rare indeed. Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 19 🔗
The maps to module N5 Under Illefarn have many numbered rooms that aren't described anywhere in the text. Is there dropped text, or are these rooms simply empty? Where do the stairways on maps 14 and 15 (areas G and H) lead?
 The undocumented areas have no fixed contents. There can be random encounters, such as patrols, in these rooms, or individual DMs can populate them as they see fit. The westernmost stairway in map 14 (room 113) leads up to map 16, room 121. The north stairway (off the central corridor) leads up to map 15, room 114. The south stairway leads up to map 17, room 124. The central stairway on map 15 leads down to map 14, as already described. The eastern stairway leads up to map 16, room 118. Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 20 🔗
What lies on the other side of The Spine of the World mountains? A friend told me it's the WORLD OF GREYHAWK® setting.
 All of what lies to the north of The Spine of the World is unrevealed, though the City of Waterdeep Trail Map indicates that the southern edge of the Endless Ice Sea begins there. However, the WORLD OF GREYHAWK setting lies on another planet, Oerth. The SPELLJAMMER™ supplement contains rules for traveling between Oerth, Abeir-Toril, and other fantasy worlds. Of course, DMs are free to construct their campaigns as they see fit, and there's nothing wrong with lumping the two settings together on one world.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 21 🔗
I remember seeing something about flying ships in the Realms. Are these spelljammers?
 No, they are not, though many of the rules governing spelljammers also would apply to them. The only details ever revealed about these ships were published in the article "Sailors on the Sea of Air," in DRAGON issue #124.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 22 🔗
It seems to me that there are no libraries in the Realms. Candlekeep charges an outrageous fee just to browse, but shouldn't there be some place where a character can go to improve his knowledge?
 Modern-style libraries where visitors have free access to the books are unknown in the Realms. There are, however, plenty of libraries. Sages, guilds, and governments keep extensive collections of books and scrolls, but access to them is on a need-to-know basis (or pay-as-you-go, in the case of sages). For example, any large and prosperous shipwrights' guild would have a library with volumes on ship design and construction, carpentry, forestry, logging, blacksmithing, rope making, weaving, sewing, and a host of other subjects, both practical and esoteric, related to shipbuilding. Members would use the library as a resource for training new members and for answering difficult or unforeseen questions that might come up during day-to-day business. The guild also would jealously guard its library to prevent competitors in other cities from learning its professional secrets and to prevent those people who are not guild members—like adventurers—from learning how to build their own ships and putting dues-paying guild members out of work. Though literacy is more common in the Realms than it was in the historical medieval world, the people of the Realms understand that knowledge is power and they do not share it readily.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 23 🔗
I would like to use the rental villas in Waterdeep (as described in the City System boxed set) in my campaign. How big are they and how much do they cost to rent?
 According to Jeff Grubb, each villa has 9 to 12 rooms on two or three floors, plus a basement. The cost to rent one depends on the building's size and condition; 400-600 gp per month is a good range.Attributes: 1E, 2E

Sage Advice #161 p. 89 (September 1990), Question: 24 🔗
Some of the Street Scenes tables in the City System set are missing the numbers 81-88. Other tables have two entries numbered 105. How do you get around those flaws when using the tables in play? Also, each table goes up to number 120. This is fine, but the instructions on page 15 say to roll percentile dice and add or subtract one or more modifiers also given on page 15. The highest total modifier is +6, so how can you get a total of 120? What do you do if a negative modifier gives you a result of less than one?
 The missing and duplicated numbers are probably typos. Treat a result of 81-88 as either an 80 or an 89, as you wish. Likewise, just pick one of the two listed entries on a result of 105. The text on page 15 says to add +20 to the roll for all encounters that take place after dark, though this is not shown on the table. (The correct modifier for Night scenes is +20. The modifier for Witching Hour scenes is +19). Treat any negative result as a 1, and treat any result of 121 or more as 120.Attributes: 1E, 2E

Sage Advice #162, October 1990

Once again, the sage looks back to reconsider some old advice. Page numbers refer to rulebooks for the AD&D® 2nd Edition game.

Sage Advice #162 p. 32 (October 1990), Question: 1 🔗
I could not believe my eyes when I read your answer to the question about the cost of chain mail in issue #158. I, too, thought the prices had been misprinted. Your response that scale mail costs more to make than chain mail is idiotic and grossly unhistorical. Chain mail is made of wire (itself difficult and expensive to make) that is formed into links that are interlocked, then soldered or welded together. In the fourth and fifth centuries A.D., a Roman armorer, using techniques that remained essentially unchanged throughout the Middle Ages, could make four or five suits of chain mail a year. By contrast, scale mail uses metal plates—not wire—that are simply sewn onto a leather shirt.
 To reiterate, the base cost of chain mail in the AD&D 2nd Edition game is 75 gp, and the base cost of scale mail is 120 gp. Itemized breakdowns of the costs of manufacture for each type of armor are given on page 6 of the Complete Fighter's Handbook. Your estimate of the construction time for chain mail agrees with the table in the Complete Fighter's Handbook, where an unsupervised apprentice working in a properly equipped shop can make a suit of chain mail in 10 weeks (5.2 suits a year). However, two apprentices working under the same conditions take eight weeks to make a suit of scale mail (16 man-weeks in all). Scale mail requires more raw materials (60 gp worth) than does chain mail (38 gp worth); chain mail's rings require less labor and metal than scale mail's plates.
 Note, however, that chain mail and scale mail come from two different historical periods. (See the Dungeon Master's Guide, page 35, for a discussion of time periods in the AD&D game and their associated technology.) Scale mail, an ancient armor type, had all but disappeared by the time chain mail came into common use during the Middle Ages. Obviously, if you have a campaign set right on the borderline between the end of the Ancient period (when the DMG says chain mail doesn't exist at all) and the beginnings of the Dark Ages, about 1100 A.D. or so, chain mail is going to be very expensive. There are several reasons for this. First, chain mail would represent the newest and best concept in body armor—keeping up with the latest developments is always costly. Second, the manufacturing techniques and advanced metallurgy that made chain mail economical to manufacture during the Middle Ages would not yet have been invented. Third, from a campaign standpoint, chain mail should be more expensive than scale mail; you can kiss your play balance goodbye if the best armor available isn't also the most costly. You are free to set your own cost for chain mail in such a setting, but I recommend at least double (150 gp) and triple (225 gp) normal prices would not be unreasonable. Furthermore, chain mail in this setting probably would be made of iron, not steel, as the equipment list in the Player's Handbook assumes. Such chain mail would weigh 50 lbs. instead of the listed 40 lbs., or 25% more (see DMG, page 38).
 Speaking of the "unhistorical": One does not have to have wire to make chain mail. The Romans used rings cut, punched, or drilled from sheets of metal. The Romans and ancient Chinese probably also had access to cast rings. Wire was pretty rare in medieval Europe, and most wire was gold, silver, or copper for use in jewelry and adornments. Medieval armorers almost certainly made their chain mail from rods that they forged themselves from ingots or bars; this is not as difficult as it sounds, especially when the armorer knew what he was doing and had his whole life to practice the skill. (Note that making a rod from a chunk of raw metal takes a lot less hammering than what would be required to make a flat plate out of the same piece of metal.) Furthermore, the chain mail currently preserved in museums and private collections is not soldered or welded, but riveted; in most cases, however, the rivets were hammered so carefully that the links appear to be welded. Finally, not all chain mail had its links fastened. Ancient armorers often simply linked the rings, as did their successors when they were in a hurry or wanted to cut costs. This generally made inferior armor, but Oriental armorers often made very good unriveted chain mail (as good as riveted mail) by using a superior alloy and by making each ring from two or three coils of rod.
 For readers who are interested in learning more about the manufacture of chain mail and other types of armor, I recommend A Glossary of the Construction, Decoration, and Use of Arms and Armor, by George Cameron Stone. The book is uncommon but is available at better used book stores and at large libraries.
Attributes: 2E

Sage Advice #162 p. 32 (October 1990), Question: 2 🔗
I really enjoyed your "April Fools" column back in issue #156. Did anybody help you think up the questions?
 The questions in #156 were real; readers really sent them in. I am not clever enough to think up questions like that. I suppose I could get together with a few colleagues and think up a few questions that would be pretty wild, but that would be a waste considering what the mailbag holds every month.Attributes: 2E, April Fools

Sage Advice #162 p. 32-33 (October 1990), Question: 3 🔗
To answer your question in issue #156 (page 55, third column): Yes, those questions do arise during play. Now that you know this, perhaps you'd reconsider your answer to the "watery ranger" question. Where I'm from, characters get wished into glasses of water all the time (the idea originated in a fanzine), and your suggestion that such characters can be killed simply by drinking them is tough on PCs.
 First, if wishes are so common in your campaigns that they are used for anything "all the time," you've got too many wishes floating around; cut back. Note that a wish is the only magic in the core AD&D rules that can turn a character into a glass of water. Polymorph any object can turn organic matter into inorganic matter, but into only one kind of matter at a time; a successful spell could turn a character into a glass, or into water, but not both.
 Second, wishes are not intended to be used as direct attacks on creatures. Such wishes fall into the grossly unfair category (see PHB, page 197), and the DM should actively subvert the intent of such spells whenever they are used, even when they are used by NPCs. Thus, if an evil wizard wishes a PC "into a glass of water." a huge glass containing the PC and many gallons of water should appear; rest assured that at least one novel twist exists for each possible wording of this wish.
 Third, this wish should allow a saving throw, since it is being used as a high-powered polymorph any object spell.
 Fourth, any polymorphed character retains his hit points. Drinking the character will cause harm just as surely as eating the character would, but if the character has 100 hp, drinking the character is going to be a long and difficult process. Water in a glass has no armor class (it just sits there), but the most damage a human can do by drinking is 1-2 hp per round. Note that big, nasty teeth have no real effect on water, but a large tongue does, so a dragon or cow might be able to "drink" 1-12 hp each round. Also, as TSR editor Jon Pickens points out, if a character is turned into a glass of water, a few of his hit points will be held in the glass (say 10-20% of the total), and the glass must be smashed before the character can be killed; this, too, is easier said than done if the victim has a lot of hit points.
 Finally, although evaporation or spillage can "kill" the character, death won't be instantaneous. An evaporated character is effectively in gaseous form until his molecules are thoroughly dispersed in the atmosphere; a kind DM might rule that the gaseous state lasts indefinitely. Similarly, a watery character poured into the dirt and allowed to soak in can be considered melded into stone and not truly dead.
Attributes: 2E, April Fools

Sage Advice #162 p. 33 (October 1990), Question: 4 🔗
Back in issue #121, you said that non-yakuza ninja do not have the ability to pick pockets. However, the same issue of DRAGON® Magazine contained a new Oriental character class, the geisya. This class is supposed to have a pick pockets ability that is the same as a ninja of the same level. Furthermore, Oriental Adventures itself says that a yakuza has a chance to pick pockets equal to that of a ninja of the same level. What gives?
 This column was right; ninja do not have a pick pockets ability unless they are ninja-yakuza. Until an official correction comes along, assume a 1st-level yakuza has a 30% chance to pick pockets. This ability increases by 5% per level to a maximum of 99% at level 15. Allow the geisya to pick pockets as a yakuza (not a ninja) of equal level.Attributes: 1E

Sage Advice #162 p. 33 (October 1990), Question: 5 🔗
A couple of issues ago, you said that the new dragons can breathe only three times a day. What's wrong with allowing them to breathe once every three rounds with no limit on the number of times per day?
 Nothing's wrong with that. In fact, that's the way dragon breath is supposed to work with the new dragons (my error).Comment: Corrects #155 regarding dragon breath weaponsAttributes: 2E

Sage Advice #163, November 1990

This month, the sage considers a few magical enigmas. Page numbers refer to the AD&D® 2nd Edition game books unless otherwise stated (one question refers to the D&D® Immortals set).

Sage Advice #163 p. 104 (November 1990), Question: 1 🔗
One of my characters was recently tricked into donning a girdle of femininity/masculinity. What options do I have for getting the character back to normal? If the character finds another such girdle and puts it on, will this change him back? My DM says this won't work because the item's description says a wish has only a 50% chance of restoring the character's original sex. Obviously, a polymorph other spell could restore the character, but I'm leery of dispel magic and anti-magic shell spells.
 It isn't often that I get a question with so many ... possibilities.
 What a wish will do is irrelevant in this case; the girdle's absolute power to change the character's gender is stronger than the wish's general power to remove misfortune. (Several powerful miscellaneous magical items are more potent within their limited portfolios than wishes are.) If the character dons a second girdle, he might have his gender restored, or he might lose all gender—and your DM might rule that this is more likely than the standard 10% chance (DMG, page 170), since the character is fiddling around with things best left alone. But your character's gender will be altered if he puts on a second girdle, as these items are quite potent.
 There is nothing in the polymorph other spell listing to suggest that secondary characteristics like age or gender can be altered by the spell. Individual DMs are free to include the ability to change gender along with form, but players shouldn't count on it without consulting the DM. Furthermore, assuming that your DM does allow polymorph other to change gender, there would be at least a 50% chance that the attempt would fail. A wish certainly is more powerful than the 4th-level polymorph other. If the character was polymorphed back to his original gender, a system-shock roll would be required. A successful dispel magic would change the character back to the "wrong" gender and would require another system-shock roll.
 You are quite right to be worried about anti-magic shells, but note that an anti-magic shell cannot permanently dispel a long-term effect such as polymorph other. The effect temporarily dampens magic, it does not dispel it. If the polymorphed character entered an anti-magic shell, he would be forced back into the "wrong" form, and this would require a system-shock roll. Upon leaving the anti-magic shell, the character immediately would resume the "correct" form, and another system-shock roll would be in order.
Attributes: 2E

Sage Advice #163 p. 104 (November 1990), Question: 2 🔗
How is each spell's school chosen? Also please explain how the various pairs of opposing schools of magic were chosen. What is the nature of the opposition? Why do illusionists have to contend with an extra opposition school?
 Generally, spells are grouped into schools according to the types of effects they produce and, by extension, the type of power used to produce their effects. Abjuration blocks, dispels, or protects; alteration produces changes in its target; conjuration/summoning brings material from some other place; enchantment/charm grants its users or targets special abilities; greater divination reveals information; illusion/phantasm causes perceived changes that are not real; invocation/evocation creates matter or energy; and necromancy provides or removes the energy of life. See The Complete Wizard's Handbook for detailed explanations of each school.
 No two schools of magic are mutually hostile due to their natures; opposition arises from how the spells are learned and used. Specialist wizards employ methods of study and mental discipline that enhance their abilities to use certain types of magic and erode their aptitudes for others. This is why generalists can freely use magic from opposing schools while specialists cannot. Specific pairs of opposed schools were selected according to common sense and game balance. For example, if invokers spend a lot of time learning how to bring things into being from nothing, they probably neglect to learn how to call things from one place to another. Illusionists, who spend their time trying to create believable unrealities, have a hard time casting magic that produces and channels real energies; there are three such schools: invocation/evocation, necromancy, and abjuration.
Attributes: 2E

Sage Advice #163 p. 104 (November 1990), Question: 3 🔗
I've noticed that a few spells are parts of two opposing schools of magic. For example, the limited wish spell is both conjuration/summoning and invocation/evocation. Can specialist wizards from either school use such spells? That is, can conjurers or invokers use limited wish? How is it that a spell can be from two opposing schools anyway?
 A specialist wizard can use any spell that falls within the schools allowed to him, even if the spell in question also falls under an opposing school. Certain effects, such as limited wishes, can be produced in more than one way; in this case, what is wished for can be plucked from some other place and delivered, or it can simply be created to order.Attributes: 2E

Sage Advice #163 p. 104-105 (November 1990), Question: 4 🔗
How do you calculate a multi-classed or dual-classed character's personality score or chance to detect scrying?
 For a multiclassed character, use either the character's highest level or the level of the pertinent class. For example, a fighter/wizard would use his fighter level when calculating his personality score in a conflict with an egotistical magical weapon, but would use his wizard level to determine his chance to detect scrying. The DM should decide which method to use, then use it consistently. Dual-classed characters use the level of the class in which they are currently active. If the character has more experience in the previous class, he can use the higher level but must pay the experience penalty for reverting to that class (PHB, page 45).Attributes: 2E

Sage Advice #163 p. 105 (November 1990), Question: 5 🔗
Will a spider climb spell negate the effects of a grease spell?
 This is up to the DM, but I suggest not. The coating from the grease spell would keep a spider climbing creature from adhering to a surface if that creature failed a save vs. spells, as per the grease spell description. A spider climbing creature (or any other creature normally able to climb sheer surfaces or ceilings) can still traverse greased surfaces; however, if they fail their saves, they fall.Attributes: 2E, Spell

Sage Advice #163 p. 105 (November 1990), Question: 6 🔗
There is a contradiction in the D&D® Immortals rules regarding the effects of mortal magic on Immortals. Page 6 of the Players' Guide to Immortals says that Immortal minds are immune to mortal magic, but their corporeal forms are not. But page 16 says mortal magic is ineffective against Immortals in any form.
 Page 6 is right. The second sentence under the heading "Limits on Use" on page 16 should be deleted.Attributes: 1E

Sage Advice #163 p. 105 (November 1990), Question: 7 🔗
I'm confused by the castle construction section of The Castle Guide. When using smaller work forces (page 60), is the savings calculated once per project, or more often? The "Larger Work Forces" section on the same page suggests that the savings be calculated per week, but if that's the case a character could get a castle for free just by cutting the work force in half and waiting patiently through the increased construction time. Also, if a character is feeling frugal but still is in a hurry, what's to keep him from reducing the work force but keeping it above 75% of normal, thus gaining substantial savings and not extending construction time?
 The savings from reduced work forces is calculated per week, so dropping one worker saves 520 gp each year. However, The Castle Guide editor Bill Connors says there is some dropped copy in the "Smaller Work Forces" section. The last sentence in the second paragraph should read: "No reduction below 50% in the work force or cost is possible." While a castle builder can reduce labor and administration costs, he can't get them for free and must still pay for materials. Smart castle builders will adjust their work forces to get some savings, but I can think of two ways to discourage this if the referee thinks the practice is getting out of hand. First, an accident or misfortune (such as a raid or marauding monster) might deplete a reduced work force even further and cause a construction delay. Second, morale in the reduced work force might deteriorate. Workers who believe they are being asked to do the impossible tend to be resentful. This might prompt the referee to recalculate the Production Modifier in mid-project and declare a "cost overrun" for the castle.Attributes: 2E, Spell

Sage Advice #164, December 1990

This month, the sage takes another quick spin around the AD&D® 2nd Edition game. All rule book references are taken from the 2nd Edition versions.

Sage Advice #164 p. 32 (December 1990), Question: 1 🔗
Will magic resistance stop gaze attacks? Can magic resistance stop protection from evil spells? How would magic resistance affect a paladin's protection from evil ability?
 Magic resistance applies only to spells and spell-like powers that directly affect the magic-resistant creature. Consequential effects, such as collapsing masonry resulting from an earthquake spell, ignore magic resistance. Magic resistance applies to any effect created through the memorization and casting of a spell, and to spell-like effects from wands, staves, rods, rings, and miscellaneous magical items. It does not apply to breath weapons, gaze attacks, energy draining, psionic abilities, and similar special attack forms; nor does it apply to effects that are intrinsic to an item, such as the magical "pluses" on an enchanted weapon or piece of armor. There are many cases where effects fall into a gray area, and the DM must rule on these as they come up. When in doubt, treat any effect that behaves like a spell (i.e., that operates when the user does something special to create it—concentrates, expends a charge from an item, etc.) as a spell.
 Magic resistance can work against protection from evil spells; see the section on "in place" spells in the DMG, page 67, and in the PHB, page 102. However, many DMs rule that protection from evil is a special case, especially in campaigns where protection from evil is the only readily available defense against magic-resistant creatures. This is perfectly acceptable, since the power of protection from evil can be considered a consequential effect of a spell. A paladin's protection from evil power probably should be considered a special ability not subject to magic resistance, but it could be treated as a permanent magical effect (also see the DMG, page 67, and the PHB, page 102).
Attributes: 2E, Spell

Sage Advice #164 p. 32 (December 1990), Question: 2 🔗
If the last charge in a staff of the magi is used, are those powers that don't require charges still operative?
 No, the staff becomes completely nonfunctional. If you interpret the rules governing magical staves (see the DMG, page 153) strictly, once a staff is drained of charges it becomes permanently nonmagical. However, some DMs allow even totally drained staves of the magi to regain charges by absorbing spells.Attributes: 2E

Sage Advice #164 p. 32 (December 1990), Question: 3 🔗
The rules on scrolls in the DMG (page 145) say that a read magic spell must be used to discover a scroll's contents. According to this rule, even a map is unintelligible until a comprehend languages spell is used to decipher it. Since priests have neither read magic nor comprehend languages in their spell lists, how do priests discover what's on a scroll?
 You seem to have found a genuine "hole" in the rules. The DM can handle it in several ways:
 1. Assume that the read magic and comprehend languages spells can be bestowed upon the item itself. The caster touches the writing, and any single creature who can read (in the case of maps) or cast the type of spell written on the scroll can decipher the writing. Alternately, the caster can copy the map or simply explain the spell to another caster, who can then read the writing himself.
 2. Assume that a tongues spell can be used by priests to decipher scrolls, one scroll per spell.
 3. Introduce clerical versions of read magic and comprehend languages spells into your campaign. I recommend that you make them both first-level spells in the All sphere.
 4. Assume that all priests have a limited ability to decipher priestly scrolls on their own. A priest who does nothing else during a day might have a chance to petition his deity for help in deciphering one or more scrolls, provided he can read and write.
Attributes: 2E, Class, Spell, Scroll

Sage Advice #164 p. 32 (December 1990), Question: 4 🔗
Where can I get information on herbs for the herbalism proficiency? Just what can a character do with this proficiency? How strong are the poisons and medicines the herbalist makes?
 Check out the article "Wounds and Weeds" in DRAGON issue #82 for a quick description of several herbs with fantasygame applications. The reference section of your local library should also help. Herbalism mainly is used to identify plants and fungi. A successful proficiency check might reveal a plant's most common names and whether or not it is edible, poisonous, or medicinal. A successful proficiency check might also allow the herbalist to know where a certain plant grows and to find it if any are growing nearby. The DM must decide how powerful an herbal concoction is. In normal circumstances, I suggest that the herbalist be limited to mild poisons and weak healing balms. Mild poisons include types A, G, K, and O (see the DMG, page 73). Herbal healing balms might include poultices that heal 1 hp damage when applied to wounds, salves that allow a resting character to gain one extra hit point each day, and the like; characters with the healing proficiency might be able to use these products with greater effect, say to heal 1-4 hp damage or gain an extra 1-4 hp per day of rest. Of course, if the herbalist has access to extraordinary plants (such as those found in rain forests), he would be able to produce more potent concoctions.Attributes: 2E

Sage Advice #164 p. 32+34 (December 1990), Question: 5 🔗
There is a player character in my campaign who has spent several years of game time and thousands of gold pieces learning everything there is to know about poisons. What skills would he have? How many proficiency slots would he have to use? (I don't think the character should have to give up all his nonweapon proficiency slots after all that effort.) How would you simulate this skill in a game where the original AD&D game rules are used?
 The DM should have been thinking about this while the PC was busy doing all his research. Since the game does not contain a poison-manufacturing proficiency per se (herbalism gives an incidental understanding of plant poisons, but many poisons are derived from animals or minerals), you'd have to create a new proficiency.
 Such a proficiency might require two proficiency slots and be based on Intelligence -2. Depending on the campaign, this proficiency would fall under one or more of the following categories: wizard, priest, rogue. The character would have to expend at least two slots to get the skill; the time and effort the character is devoting to learning all about poisons is not going to be available for learning languages or other skills. However, you might allow the character to purchase extra slots for improving the proficiency once it has been bought, but only if the character has no other slots available and the proficiency score is not raised above 16. The proficiency might allow the character to do one or more of the following, at the DM's option: concoct any poison on the DMG's poison table (see previous question); create entirely new poisons; prepare poison antidotes; recognize the "poison potential" in any plant, animal, or mineral encountered; recognize a poison by its effect on a victim.
 The DM must control such a proficiency very carefully to maintain play balance. Manufacturing poisons should be a long and difficult process (check the section on potion manufacture in the DMG, page 87). Making poison under field conditions should require a substantial penalty, and failure under any circumstances should result in at least a chance for the poison maker to poison himself ("Ouch! I've just nicked myself with the knife I used to skin that tree frog."). Many poisons, particularly the very potent ones, should have a "shelf life" and would thus lose potency over time. They also might be destroyed when exposed to heat, cold, light, or electricity. Note that poisons are very dangerous to store ("Fine, your thief is carrying that batch of puffer-fish venom in a leather bladder on his belt. But did he remember to wash his hands before eating?").
 The current proficiency system works fine with the original AD&D game rules. You can use this new proficiency, and any other one, with no modifications at all.
Attributes: 2E

Sage Advice #164 p. 34 (December 1990), Question: 6 🔗
What abilities does the caster of a polymorph self spell gain when he assumes a new form? I understand that the spell-caster gets the new form's movement but not its attacks. What about extraordinary movement such as tunneling or phasing? What about types of movement that might double as attacks? For instance, can a wizard polymorphed into a giant frog leap onto an opponent?
 Basically, the polymorph self spell grants the caster the adopted form's shape an ordinary locomotion. The spell does not grant the adopted form's special attacks, senses, or magical abilities. The caster is not granted enough strength to perform extraordinary maneuvers, and the DM must decide where to draw the line when deciding what abilities the caster does get. In your example, a caster who assumed the form of a giant frog would be able to swim and hop about, but would not have a frog's all-around vision or full use of the creature's remarkable tongue. It is reasonable to deny the caster the ability to make spectacular leaps, as the spell description specifically limits the caster to "normal" movement. However, a frog's form is well suited to jumping, and the occasional long hop isn't out of the ordinary for a frog. The caster could jump, but he probably wouldn't have the strength or coordination to make very long jumps (a reduction of one-half or one-third would be about right—60-90' for a person polymorphed into a 50-lb. giant frog) or to make several leaps in succession. The caster certainly can belly flop onto opponents; resolve such attacks using the wrestling table (see the DMG, page 59). Similarly, a caster who changed into an umber hulk would have a very limited ability to burrow through solid rock. A caster who took the form of a phase spider would get the ability to crawl along webs, but not the ability to shift phase or to spin webs of his own.Attributes: 2E

Sage Advice #165, January 1991

This month, "Sage Advice" splits some hairs regarding spell-casting and combat in the 2nd Edition AD&D® game and examines a few other fantastic mysteries.

Sage Advice #165 p. 91 (January 1991), Question: 1 🔗
If a wizard casts a stoneskin spell on himself, then is struck in melee while casting another spell, is the second spell disrupted or is the wizard able to maintain concentration because the stoneskin's protection negates damage?
 The second spell is disrupted, as a successful hit ruins a spell in progress (Player's Handbook, page 85). Note that a successful attack—not damage—is the critical factor here. Game logic assumes that even a nondamaging hit can disrupt concentration. It's tough to keep your mind focused on something as complex as a spell when someone's using your head for batting practice, even if the blows aren't hurting you. Many kinds of nondamaging hits can disrupt spell-casting: a hand clamped over the mouth, an armlock, or just being knocked down. However, damage always breaks concentration. If, for example, a spell-caster takes damage from a fireball or breath weapon, any spell in progress is lost even if the caster made his saving throw and took only half damage.
 These distinctions also are important to game balance. Spell-casters are intended to be vulnerable to physical attacks during spell-casting, and their opponents must be given a chance to anticipate the spell and disrupt it before it goes off. Spell-casters can't get around this limitation by using spells such as stoneskin. Likewise, spell-casting monsters that are immune to normal weapons (such as liches and vampires with character abilities) can have their spells ruined by any successful attacker. Some DMs even allow "attack" bonuses when characters make attacks specifically to disrupt a spell. The reasoning here is that a nondamaging jostle or cross block is easier to make than a potentially lethal blow. While this sort of ruling tends to be an equalizer when the target spell-caster is a high-level evil patriarch with an armor class in the negative numbers, it can be unreasonably tough on a 1st-level wizard with AC 10. Apply such bonuses carefully, if at all. I suggest that bonuses be limited to +4 or less, and you might consider applying them to the target's armor class rather than to the "to hit" roll. If you use the armor-class adjustment method, do not allow an armor class to be adjusted to worse than 10.
Attributes: 2E, Spell, Stoneskin

Sage Advice #165 p. 91 (January 1991), Question: 2 🔗
Will the damage inflicted from round to round by a Melf's acid arrow spell prevent spell-casting?
 Yes. Damage makes the concentration required for spell-casting impossible. This is one thing that makes Melf's acid arrow a useful spell. However, the acid can be washed off before the duration expires.Comment: Matches how the spell was originally intended. Luke Gygax on Melf's Acid Arrow.Attributes: 2E, Spell, Continuing Damage

Sage Advice #165 p. 91 (January 1991), Question: 3 🔗
How are infravision and ultravision supposed to work? Do they work like infrared goggles that detect heat, or like "starlight" optics that simply gather large amounts of light?
 Strictly speaking, infravision is the ability to "see" infrared light or heat. The exact game effects of infravision depend on the rules your DM is using; see pages 118 and 119 of the Dungeon Master's Guide for the rules governing this kind of vision. Ultravision is a bit harder to describe, but generally it is considered to be quite a bit like "starlight" optics. Creatures with ultravision have eyes that can gather large amounts of-light and can also detect ultraviolet light and use it to enhance the available normal light. Ultravision generally is useful only outdoors at night.Attributes: 2E

Sage Advice #165 p. 91 (January 1991), Question: 4 🔗
What happened to psionic abilities? I seem to remember reading something about an upcoming psionic rules supplement.
 A new rule book, The Complete Psionicist is due in early 1991, This book will feature a boatload of new psionic abilities, a detailed combat system, a new psionicist character class, and other goodies.Attributes: 2E

Sage Advice #165 p. 91 (January 1991), Question: 5 🔗
How many attacks would a specialist with a two-weapon fighting style (from The Complete Fighter's Handbook) get each round?
 The specialist gets the one or more attacks each round with the weapon in his "good" hand; this varies with his class, level, and weapon specialization. The specialist gets one attack each round with the weapon in his "off" hand, regardless of level, class, or specialization.
 Game logic assumes that no one is coordinated enough to launch multiple attacks with each hand; there's a limit to how much activity a person's brain can direct in a single round of melee. Game balance also requires such a limitation, as warriors are not intended to be walking blade barriers.
Attributes: 2E

Sage Advice #165 p. 91 (January 1991), Question: 6 🔗
Specialization in the two-weapon fighting style from The Complete Fighter's Handbook reduces the penalty for attacking with two weapons. Can the specialist further reduce the penalty to nothing if he has a high dexterity score?
 Yes. The rules on page 96 of the PHB apply to the character, except where modified on page 64 of The Complete Fighter's Handbook. Note that high dexterity scores cannot turn the penalty into a bonus, no matter which rules you are using.Attributes: 2E

Sage Advice #165 p. 91-92 (January 1991), Question: 7 🔗
How many punches can a character throw in one melee round? Does fist fighting require a weapon proficiency?
 This is entirely up to the DM. Contrary to popular belief, fist fighting is not universal and was unknown in several pregunpowder cultures; American Indians, for example, generally resorted to wrestling in unarmed combat, so DMs have great latitude here.
 I suggest allowing any character to make one attack on the punching/wrestling table (PHB, page 91; or DMG, page 59) without penalty each round. Since the punching/wrestling table allows for single-blow knockouts, I suggest that this kind of combat be treated as a special case that falls outside the normal weapons rules. However, fist fighting and wrestling can be treated just like any other weapons that require proficiencies. If this is the case, the proficiency should be available to any character class. If a character spends a weapon proficiency on punching, he should get the extra melee attacks listed on Table 15, PHB, page 26, if he is a high-level warrior. Punching specialists would use Table 35, PHB, page 52.) Any character (under any punching system) attacking with both fists would use the attacking with two-weapons rule (PHB, page 96). Note that wrestling generally requires two hands.
Attributes: 2E

Sage Advice #165 p. 92 (January 1991), Question: 8 🔗
The punching/wrestling table allows for results on an attack roll of 1. Don't 1s always miss?
 A roll of 1 always misses in normal combat. However, punching and wrestling are not normal combat, and 1s can hit. This is an exception to the general rule.Attributes: 2E

Sage Advice #165 p. 92 (January 1991), Question: 9 🔗
Is it acceptable for a character to wish for special abilities, such as thieving or spell-casting abilities? If granted, would these abilities be permanent or temporary? Would such a wish turn the character into something that had the desired power?
 This is entirely up to the DM. You've listed a couple of reasonable approaches to the problem. If wishes are fairly are in the campaign, and the DM feels that the need is justified, a special ability such as lock picking might be granted for a limited time, say as much as a month (but more likely a few turns or hours). If wishes are true rarities or if the DM really approves of high-powered player characters, it's fine to make the ability permanent, but I suggest that the ability be low powered, about one-third to one-half of what the average player character in the campaign might have. It's also a good idea to make the level of power fixed, not subject to improvement though experience. It certainly is acceptable to twist such wishes by changing the character into some creature that has the desired ability; such changes might be permanent or temporary. It also is fine to have a creature possessing the desired ability appear and serve the character for a short time.
 "Sage Advice" has discussed wishes before; check out this column in issues #133 and #162 for general information.
Attributes: 2E

Sage Advice #165 p. 92 (January 1991), Question: 10 🔗
What armor class do the various Bigby's Hand spells have?
 Each "hand" has AC 0, in either version of the AD&D game.Attributes: 2E

Sage Advice #165 p. 92 (January 1991), Question: 11 🔗
How can a necklace of adaptation allow a character to exist in airless space? Wouldn't a character in a vacuum just explode?
 In a fantasy game, being thrust into a vacuum does not necessarily cause catastrophic decompression. The AD&D SPELLJAMMER™ rules, for example, assume that anything in space carries its own atmosphere. In any case, the necklace has the power to sustain the character in airless space for as much as seven days. What happens to the character at seven days plus one second is up to the DM.Attributes: 2E

Sage Advice #165 p. 92 (January 1991), Question: 12 🔗
Can a wizard with a Zagyg's spell component case (from the Unearthed Arcana tome) pull components for nonwizard spells from it?
 The wizard can get the components for any spell he knows from the case. If he is a multi- or dual-classed character, he can get nonwizard spell components. If the wizard does not know a certain spell, he cannot "think of" the proper components and cannot get them from the case.Attributes: 1E, 2E

Sage Advice #166, February 1991

This month, the sage considers a few problems that have stymied AD&D® game referees and players. All page references herein refer to the AD&D 2nd Edition volumes.

Sage Advice #166 p. 72 (February 1991), Question: 1 🔗
In what order do the volume of the Monstrous Compendium go?
 In any order you want. Volumes I and II contain "basic" monsters, ones you'd find in just about any campaign. The remaining volumes contain creatures that are primarily associated with specific settings, such as the WORLD OF GREYHAWK® campaign or the Oriental Adventures lands. Some or all the monsters in these volumes might be found in other settings. The Monstrous Compendium's loose-leaf format is intended to allow DMs to organize the creatures in any way they see fit.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 2 🔗
What happens to characters who are thrown into a state of shock because of some ghastly happening? How would you use ability checks or saving throws to determine if a character would be subject to such a state in the first place?
 This is up to the DM. The simplest way to handle this would be to have the affected character save vs. paralyzation, adjusted for wisdom. The effects of a failed save would vary with the situation, but the morale rules in the Dungeon Master's Guide (pages 69-72) should give you a few ideas. The RAVENLOFT™ boxed set (TSR product #1053) contains complete rules for dealing with fear and horror; see chapter 4 of the RAVENLOFT booklet.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 3 🔗
In the RAVENLOFT adventure RA1 Feast of Goblyns, the scale on the Harmonia map is listed as 1" equals 250 miles, making a trip from one side of town to the other a long journey indeed. Likewise, the detail maps of Homlack and Skald are scaled at 125 miles per inch and 300 miles per inch, respectively. What are the real scales?
 The scales for each map should be measured in feet, not miles.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 4 🔗
Would a ring of free action negate thieving penalties for wearing heavy armor? Would it allow a wizard to cast spells while wearing armor? Would it allow an armored character to move at full (12) rate? Can the wearer swim?
 A ring of free action protects its wearer from magical effects that hinder or immobilize, and allows the wearer to function underwater without hindrance due to water resistance. It does not negate encumbrance penalties, nor does it allow characters to ignore armor restrictions due to character class (not even thieves). It is important to note that magic in the AD&D game is specific and specialized; collateral effects, even those suggested by logic, usually do not occur. While a character wearing a ring of free action can ignore the effects of an entangle spell, the wearer is not granted the ability to freely move through underbrush as can a druid. Likewise, there is no reason to assume that the wearer cannot float or swim in water. (On the other hand, individual DMs might rule that this is the case, and thus give the character a new problem to think about while adventuring in or near the water.) The wearer of a ring of free action would be immune to attacks from a rope of entanglement, but could be physically restrained and bound with any normal rope. Note that the ring also does not empower the wearer to ignore barriers such as normal walls or a forcecage spell.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 5 🔗
Is there a limit to the thickness and strength of the welds or rivets a knock spell can break? Could the spell break a welded link of a massive chain holding up a bridge? Could it pop a rivet out of a battleship?
 A knock spell cannot do either of the things you have described. The spell opens closures; it does not destroy structures. If a closure that can be opened by a knock spell (doors, lids; shackles, etc.) is sealed with a weld or rivet, the spell will break the weld or rivet, provided that the closure is not larger than the spells area of effect. For example, a pair of handcuffs riveted shut will pop open when knocked. Note that the spell description (see the Player's Handbook, page 143) does not specifically mention rivets, but these should not be allowed to provide an easy way around knock spells. However, a single rivet is one "means of preventing egress." A single knock spell pops two rivets sealing an opening.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 6 🔗
Does a dual-classed character receive a new set of initial proficiencies when switching to a new class?
 This is up to the DM, but I suggest not. A character's initial proficiencies reflect what he has learned during his nonadventuring career. Switching to a new class does not bring about a fresh wave of knowledge. Also, since the rules allow a character to switch classes multiple times if he qualifies (see the PHB, page 45), you will begin to encounter game balance problems as characters gain multiple "loads" of initial proficiencies. Dual-classed characters do, however, have to learn a new way of doing things when embarking on a new class, and should be given at least one new weapon proficiency (and one nonweapon proficiency if the campaign uses them) when starting the new class. Otherwise, the character is quite likely to be miserably unprepared to pursue his new vocation.Attributes: 2E

Sage Advice #166 p. 72 (February 1991), Question: 7 🔗
I've heard rumors of a Harpers Trilogy as part of the FORGOTTEN REALMS™ book series. What do you know about it?
 There will indeed be a Harpers series, with at least three books. The first book, Parched Sea by Troy Denning, will be released in July 1991; the second book, Elf Shadow by Elaine Cunningham, is scheduled for October 1991; and the third book, Red Magic by Jean Rabe, is scheduled for November 1991.Attributes:

Sage Advice #167, March 1991

This month, the sage considers a few problems that have stymied AD&D® game referees and players. All page references herein refer to the AD&D 2nd Edition volumes.

Sage Advice #167 p. 56 (March 1991), Question: 1 🔗
Are creatures that are immune to normal weapons also immune to "natural" damage such as falling? If not, how much damage equals one "plus"? Is a creature that is immune to normal weapons also immune to normal fire?
 Table 48 in the Dungeon Master's Guide (page 69) implies that weapon immunities are not absolute. Until official word comes along, you have several options:
 1. You might apply Table 48 directly. That is, a fall of 50' or more can hurt a creature hit by only +1 or better weapons because it inflicts five dice of damage, and such creature can be harmed by any creature with 4 + 1 or more hit dice.
 2. You can assume that gravity and impact with the unforgiving earth are more powerful than any weapon, and allow falls of any length to harm any creature.
 Although some DMs rule otherwise, immunity to normal fire is a special defense all by itself. Unless a creature's description specifically lists an immunity to fire or other form of energy, it is safe to assume that the creature is vulnerable to various energy attacks, magical or not.
Attributes: 2E

Sage Advice #167 p. 56 (March 1991), Question: 2 🔗
Can a vorpal weapon sever the neck even if the attack cannot reach the neck? For instance, can a dwarf with a vorpal short sword sever a storm giant's neck? What happens if the attacker gets a roll good enough to sever hut not good enough attack the target's armor class?
 If the DM rules that an attack cannot reach the neck, then the neck cannot be severed. However, there is no reason to assume that a foe's neck always is out of reach just because he is taller than the weapon wielder. During the course of a melee round, a very tall opponent might bend over to get a good swipe at his shorter opponent. Individual DMs must adjudicate these situations as they arise. A vorpal weapon or a weapon of sharpness must score a hit to sever anything. If the die roll is high enough to sever but not high enough to hit, the attack fails and nothing is severed.Attributes: 2E

Sage Advice #167 p. 56 (March 1991), Question: 3 🔗
According to the Monstrous Compendium, Volume II, a shambling mound grows by 1 HD every time it is subjected to a lightning attack. A wizard in my campaign has just charmed a shambling mound and has been busy dumping lightning bolts into it. When I wrote this letter, the shambling mound was up to 30 HD, and it probably will be up to 100 HD by the time you publish this. What should I do?
 Gamesmanship such as you have described is fine in small doses; however, the DM must intervene when rules-bending threatens to send the campaign out of control. What should you do? Get creative.
 A shambling mound gains 1 HD and grows 1' with every lightning attack. Ever hear of growing pains? Anything that causes pain can be construed as a hostile act (the wizard in your example hardly has the shambler's best interests in mind), and attacks on the subject of a charm by the caster break the effect. Or, assume that the growth effect is only temporary—perhaps the shambler can maintain the extra growth for only a few turns or hours. Afterward, the shambler might shrink or the new growth might just die off. If you're feeling especially cruel, you might rule that once the shambler reaches 16 dice, it splits off and forms two 8-HD shamblers. Of course, the new shamblers wouldn't be charmed. Note that unless the wizard in your example is using the charm plants spell, communication with the charmed shambler isn't possible without a speak with plants spell.
Attributes: 2E, Charm

Sage Advice #167 p. 56 (March 1991), Question: 4 🔗
If a specialist wizard loses enough ability-score points to put him below the minimums for his specialty, what happens? Does he simply become a generalist or is his loss more catastrophic?
 The specialist suffers no ill effects at all; ability score reductions of any kind are painful enough. As this column has explained before. ability-score requirements for class and race are initial requirements only! Once a character becomes a member of a certain class or specialty, he stays a member unless he violates an alignment requirement or similar restriction placed on the class.Attributes: 2E

Sage Advice #167 p. 56 (March 1991), Question: 5 🔗
A couple of issues ago, you said that spells from a combined school are available to any specialist who has access to at least one of the schools. Therefore, a conjurer can cast evocation spells, because he is barred only from greater divinations and invocations. Right?
 Wrong. Invocation/Evocation is a single school; the "Invocation" entry in the conjurer's opposition school list is a typo. Note also that the proper name for the Greater Divination school is Lesser/Greater Divination. Conjurers are barred from learning divination spells of all kinds, not (as one reader suggested) just divination spells of 4th level and above.Comment: This was corrected in #182. Conjuration/Summoning specialists have minor access to Divination. The same is also written in The Complete Wizard's Handbook.
 This makes absolutely no sense, as it blocks them from learning Read Magic, Detect Magic, which is needed to read scrolls! This has to be wrong and contradicts the PHB that says that lesser divination is available to ALL wizards
Attributes: 2E

Sage Advice #167 p. 56 (March 1991), Question: 6 🔗
How can I find a gaming club?
 Many local game stores sponsor clubs. If the store doesn't have a club, the management probably will let you post a notice asking about clubs. When looking for a club, be ready to form your own if there isn't one in your area; it's quite likely that other gamers in your area also would like to join a club.
 The worlds largest role-playing club, the RPGA™ Network, has members in every region in the United States and in about 17 other countries. For more information about the RPGA Network, write: RPGA Network, P.O. Box 515, Lake Geneva WI 53147, U.S.A. Although the RPGA Network is a large, centralized organization, it currently has about 40 smaller, local game clubs affiliated with it, and it is getting ready to accept game retailers as members. RPGA Network members have access to a staff of volunteers who help members locate individual gamers or clubs in their local areas. Members can place free classified advertisements in POLYHEDRON™ Newszine, the Networks bimonthly newsletter, which is scheduled to become monthly in May 1991.
Attributes:

Sage Advice #168, April 1991

This issue, the Sage continues his look at spells in the AD&D® 2nd Edition game, then turns his attention to the often sticky subject of character alignment.

Sage Advice #168 p. 56 (April 1991), Question: 1 🔗
How much weight can a wizard carry when using a fly spell?
 This is up to the DM. Most campaigns allow the recipient to fly with as much weight as he normally could carry. Some campaigns apply the standard encumbrance rules (see the PHB, page 76-79) and cut flying speed according to the weight carried. Other campaigns allow flying only when the recipient is lightly encumbered.Attributes: 2E, Spell

Sage Advice #168 p. 56 (April 1991), Question: 2 🔗
What's all this about copying a spell into a spell book from a scroll (from DRAGON issue #157, page 25)? According the DMG, page 41, spells can be researched using scrolls, but not just copied.
 Page 41 gives the specific time requirements and costs for getting a spell found on a scroll into a spell book. Technically, the wizard does not copy the spell but reinvents it, using the scroll as a guide, then records the "invention" into his book. It amounts to the same thing.Attributes: 2E, Scroll

Sage Advice #168 p. 56 (April 1991), Question: 3 🔗
How does the invisibility spell work? Does it make the recipient transparent? If so, why isn't it an alteration spell? If invisibility is illusory, who decides what a creature sees when looking through an invisible creature? (Since the subject is "removed" from the scene, something's got to replace it.) Why does attacking make the subject visible? Why doesn't the spell make objects the subject picks up disappear?
Invisibility is illusory, and no one decides what a creature sees when gazing through an invisible creature. The recipient isn't removed; it is rendered visually undetectable. In campaigns in Lake Geneva, most people assume the spell bends light so it passes around the recipient rather than bouncing off the recipient or being blocked altogether. "Bent" light affects a creature's eyes in exactly the same way unbent light does, though very intelligent or powerful creatures have a chance to notice the bent light and get a saving throw against the effect (see the PHB, page 142). There probably are many other workable explanations of the spells mechanics; for example, the retinas of a viewing creature's eyes might be rendered completely insensitive to the recipient's image. In any case, the spells effect is strictly limited to a live recipient (the spell description lists "creature touched" as the area of effect), and the spell has absolutely no power to change the way the subject's surroundings look.
 If you take another look at the spell description, you'll see that items the subject picks up do become invisible. For the purposes of this spell, anything the recipient can tuck into his clothing is considered part of the recipient. Attacks break the spell because the dweomer isn't powerful enough to continue hiding the recipient from creatures under attack. The instinct for self preservation sharpens the victims' perceptions, and the spell unravels.
 Apparently, quite a few folks think invisibility ought to fall into the alteration school; if you are one of them, by all means go ahead and run it that way. However, one also can argue that invisibility is an enchantment because it grants the recipient the "power" to disappear—and to make objects disappear, too. Invisibility is called as an illusion because the spells primary effect is to change the way other creatures perceive the recipient (i.e., they have no visual perception of the recipient at all). As such, the spell is more akin to other perception-altering spells such as phantasmal force and blindness than to any other class of spell. (One also could argue that blindness is an alteration, since it "removes" sight, but the loss of sight is a change in the way the recipient perceives things, so the spell is classed as an illusion.)
Attributes: 2E, Spell, Invisibility

Sage Advice #168 p. 56 (April 1991), Question: 4 🔗
Why can't psionicists be chaotic? After all, chaotic creatures tend to be self centered, and self knowledge is important to psionicists. Can chaotic characters have wild talents? Can a psionicist who has lost his abilities because he has become chaotic develop a wild talent?
 It is very hard to answer this question any better than The Complete Psionics Handbook already does (see page 10), but here it goes: A broad range of psionic powers can be developed only through long hours of patient and intense meditation conducted according to strict rules. Chaotic characters are too impatient to meditate and too free thinking to accept the rules; therefore they cannot become psionicists. Many chaotic creatures have natural psionic abilities, but these creatures are not psionicists per se. Only chaotic-evil characters are terribly self centered; chaotic neutrals tend not to care about much of anything except for spreading chaos, and chaotic-good characters generally are concerned about other individuals' basic well being and freedom from oppression. In any event, to be self centered is not the same thing as being self aware or having true self knowledge.
 Any character can manifest a wild talent—even a "fallen" psionicist.
Attributes: 2E

Sage Advice #168 p. 56 (April 1991), Question: 5 🔗
The PHB says druids must be "neutral." Does this mean druids have to be true neutral, or do they just have to have an alignment with a neutral component?
 Druids must be true neutral, as defined in the PHB, page 47.Attributes: 2E

Sage Advice #168 p. 56-57 (April 1991), Question: 6 🔗
Would a true-neutral druid be obligated to do something to balance out everything his party does? If a true-neutral druid does something that promotes one alignment, does he have to perform actions that promote each of the other major alignments? Would a druid who finds himself in a party of lawfulgood characters be obligated to work at cross purposes with his companions?
 Can a thief who is lawful good pick pockets?
 Could a paladin intimidate or harm a prisoner to get information? Does the prisoner's own alignment make a difference in this case?
 Why does the AD&D game have alignments? Why can't players just decide how their characters act rather then trying to force them into a prefabricated mold?

 The people asking these questions all seem to share the same misconceptions about alignment. If questions similar to these have occurred to you, I suggest you carefully reread the section on alignments in the PHB, starting on page 46. Pay special attention to the second paragraph on page 46, particularly the last sentence.
 Alignments in the AD&D game are the cornerstones of characters' personalities. They help each player decide what a character's attitudes and values are, but they are guidelines, not absolute rules. The game's designers and editors do not assume that the entire spectrum of morality, ethics, and philosophy can neatly be categorized into nine strict divisions, and you shouldn't either. When picking an alignment for a player character, I suggest you spend some time thinking about what the character's disposition, principles, and sentiments are; then choose an alignment that fits the character.
 Alignment is not defined by a single act. A good thief might indeed pick a pocket, and he might do so for any of many different reasons. He could lift a few coppers from an ostentatious fop to help feed a starving waif; he could filch the spell components from an opposing wizard during a combat encounter; or he might steal something outright, temporarily succumbing to greed (any character is entitled to commit the occasional slip). Note that, in the core AD&D 2nd Edition game, there are no lawful-good thieves (see PHB, page 38).
 I occasionally see a letter from a person who thinks of lawful-good characters as ruthless, heartless folk who relentlessly impress their own views on others, but that's the lawful-evil formula for living. "Good" implies altruism, kindness, and the ability to see that serving the welfare of others can promote one's own self interests. On the other hand, I get too many letters from people who think good characters, and lawful-good characters particularly, are doormats who'll always allow evil creatures take advantage of their nobler instincts. Not so. Lawful-good characters, especially paladins, usually have very definite ideas about what has to be done to promote goodness, and they are free to try all manner of things to achieve their goals. Torture usually is considered evil because helpless people are capriciously harmed; however, a lawful-good creature might very well use bluff, intimidation, or even stronger measures to get vital information from a captive in order to better protect the innocent or confound a great evil. One severe interrogation, administered at the right time and for the right reason, does not make an inquisition.
 I get a lot of letters from people having trouble with the druidical ethos. Druids in the AD&D game believe in a "natural order" in which good, evil, law, and chaos play equally important roles. The first two paragraphs under the "ethos" heading on page 37 of the PHB explain the major elements of druidical doctrine.
 Contrary to popular belief, maintaining "balance," especially on a personal scale, is not a druidical priority. According to the druidical view, there is a universal cycle that constantly shifts the cosmic balance between the eight "extreme" alignments. Even major shifts in the balance don't bother druids, since any one alignment's ascendancy is as temporary as fine summer weather. Druids are, however, on the lookout for anything that might cause the balance to "stick." In the druidical view, a universe permanently turned good or evil would either be unproductive, like a world caught in eternal summer where the harvest never comes, or sterile, like a world gripped by endless winter. However, most parties' actions are insignificant when measured on a universal scale. Even heroic adventurers don't often get the chance the affect the whole cosmos, and very few mortals ever get the opportunity to affect the balance in a way that would concern a druid.
 Druids do not deliberately change their actions to reflect first one alignment, then another. Such shifts would make a druid's actions totally unpredictable, which in turn would tend to promote chaos. Druids believe that each of the eight alignments is equally valid, so it doesn't much matter to a druid which alignment his recent behavior tends to favor; any alignment will do over the short run. Druids do tend to be nonjudgemental about good, evil, law, and chaos; and they try to remain flexible and uncommitted to any single moral, legal, or philosophical system. However, druids regard interalignment struggles as part of nature, and druids serve nature. Since druids regard conflict between alignments as necessary, they do not seek to prevent their parties from continuing the struggle, nor do they resent being pulled into it themselves. Staying completely aloof or blocking their companions involvement would be as "unnatural" as trying to keep the leaves from falling in the autumn. Also, druids aren't stupid. Most parties won't take kindly to having their efforts continually stymied by a contrary druid (remember, alignment does not make characters into doormats). Being nonjudgmental, druids tend to go along with whatever their party chooses to do unless the party's actions threaten trees, crops, wild plants, and other things the druid is pledged to protect.
Attributes: 2E, Class

Sage Advice #169, May 1991

This month, the sage looks at the theory and practice behind the skills, spells, and equipment in the AD&D® 2nd Edition game.

Sage Advice #169 p. 98 (May 1991), Question: 1 🔗
Is the survival nonweapon proficiency useful only for extreme climates such as tundra or tropical jungle, or can it also be used for the temperate forests where most AD&D game campaigns are set?
 The survival proficiency can be applied to any combination of terrain and climate. It is entirely possible for a ranger or druid to starve in the woods if the character is lost in unfamiliar terrain at the wrong time of the year. For example, food and water can be pretty tough to find in a deep forest in high summer when very few nuts and berries are ripe. On the other hand, even an unskilled character could do very well at the right time in familiar terrain.Attributes: 2E

Sage Advice #169 p. 98 (May 1991), Question: 2 🔗
Is a character illiterate in his native tongue if he does not have the reading/writing proficiency? If this is so, isn't reading/writing absolutely required for wizards and priests?
 If you're following the rules strictly, one proficiency "slot" must be spent for every language to be read or written. All wizards learn how to read magical notation, which is a highly specialized symbolic language, something like musical notation. This does not necessarily mean the character can read and write in other languages. Likewise, priests learn to recite prayers, catechisms, and the like; they might never learn to read anything. Individual DMs may hand out a few free reading/writing proficiencies to characters who might need them.Attributes: 2E

Sage Advice #169 p. 98 (May 1991), Question: 3 🔗
Is the seamanship proficiency required to operate a small boat such as a canoe or kayak? How much do kayaks cost, anyway?
 Seamanship includes the ability to handle small boats and serve as a crewman on larger craft. Whether or not seamanship is absolutely required to use a small boat is up to the DM (see the next question). The DM might also choose to limit seamanship to large craft and create a new proficiency, boating, to cover small craft. Kayaks, when available at all, cost about the same as canoes of similar size, 30-50 gp.Comment: A Boating proficiency is introduced in The Complete Thief's, Ranger's, Barbarian's, and Dwarves HandbookAttributes: 2E

Sage Advice #169 p. 98 (May 1991), Question: 4 🔗
Isn't it silly to require a proficiency check every time a character wants to do something unusual or complex? Doesn't everybody have at least a slight chance to succeed at anything? How would such chances be calculated?
 It would indeed be silly to roll the dice every time a character attempts a task. However, nobody can try to do everything and succeed all the time. To stay between these two extremes, the DM must decide how difficult a task is and decide what skills are necessary to complete it. There are some things just about anybody could do; for example, it doesn't take the rope use skill to tie one's shoes, nor does it take the carpentry skill to nail two boards together. However, some skills look a lot easier than they really are. Canoes, for example, have a nasty habit of moving in circles when improperly paddled. Likewise, rowboats also are fond of orbiting or not moving at all when an inexperienced oarsman tries his hand. While a character with seamanship probably shouldn't have to roll to control a boat or canoe on a calm lake, unskilled characters are in for a hard time even under such favorable conditions. Also, there are some tasks that unskilled characters cannot complete. Only a carpenter has enough knowledge to build an entire house, and only a seaman can hope to control a boat or canoe through a dangerous rapids or during a windstorm.
 When adjudicating attempts that fall into the middle ground, the DM should decide how difficult the task is and how much specialized knowledge is needed for success. A skilled character probably can automatically complete an absurdly simple task even under poor conditions (perhaps failing only on a roll of 20), while an unskilled character might have to try harder. For example, a character with rope use might be able to tie his shoes with one hand or while hopping on one foot, while an unskilled character might have to make a roll. A good rule of thumb in such cases is to use the normal proficiency score reduced to one half or one quarter (round fractions down); the more difficult the task, the less chance there is for success. Consider the circumstances carefully. The world-record long jump currently is 29'2½", but this does not mean that every adventurer can leap a 10' pit with ease; encumbrance, damage, footing, lighting, even ceiling height will affect any attempt to jump. The DM should decide on a case-by-case basis using common sense. The DM should try to avoid making the campaign a slave to the proficiency system, but making the players think their characters out of a predicament is better than allowing them to extricate themselves by calling on skills the characters don't have.
Attributes: 2E

Sage Advice #169 p. 98 (May 1991), Question: 5 🔗
I have a dual-classed fighter/thief whose thief level finally has exceeded his fighter level. If he uses two weapons, can he still get weapon specialization bonuses? Can he use weapon specialization bonuses while backstabbing? Which saving throw chart does he use?
 A character can use a specialized weapon with another weapon; see the "two-weapon style" question in "Sage Advice," issue #165, page 91 for details. Neither dual-classed nor multiclassed characters can combine class abilities. If your fighter/thief backstabs, he must use his rogue THAC0 and must forgo specialization bonuses; he can, however, use his warrior strength bonuses. Strength and magical bonuses to a thief's damage are applied after the backstab multiplier. A multiclassed character (and a dual-classed character whose active class level has surpassed his original class level) uses the best applicable saving throw.Attributes: 2E, Class

Sage Advice #169 p. 98 (May 1991), Question: 6 🔗
Can a spell caster have two mirror image spells running at the same time? If so, is there a limit to the total number of images the caster can have at one time?
 I can't think of a reason why multiple mirror image spells cannot be used, but note that each additional spell creates 2-8 additional images of the caster, not of the caster and all previously existing images. I strongly suggest that you limit the total number of images to eight. If an additional spell would bring the total to nine or more images, the excess images from the new spell are lost.Attributes: 2E, Spell

Sage Advice #169 p. 98-99 (May 1991), Question: 7 🔗
According to the magic jar spell description, the host life force is held captive in the receptacle if the spell caster gains possession of a body. What happens to the host life force if the receptacle is destroyed while the caster is still in the host body?
Magic jar creates all kinds difficulties for DMs. Here's an answer to tide you over until something official comes along: Any life force held in a magic jar receptacle is slain if the receptacle is destroyed (see the Player's Handbook, page 170). However, unwilling victims of magic jar spells are not irrevocably slain as the caster would be if the receptacle is destroyed, as the captive life force is not an integral part of the spell as the caster's is. Note that the caster's life force must return to the receptacle before returning to his own body. If the DM feels the need to discourage player characters from using magic jar as a cheap way to slay opponents, it's fine to set a high value on the crystal or gem required for the receptacle, to prohibit the caster from replacing receptacles when they are destroyed (thus trapping the caster in the host body), or both.Attributes: 2E, Spell

Sage Advice #169 p. 99 (May 1991), Question: 8 🔗
How are the fiery bolts created by the second version of the third-level flame arrow spell used? Can the caster hurl them all at once? Does he have to roll to hit his targets? Will the bolts affect creatures harmed only by magic weapons?
 The caster need not hurl all the bolts on the round of casting, but unused bolts are lost when the spell's duration expires at the end of the round. The caster must make a to-hit roll for each bolt; range modifiers do not apply to the roll, but dexterity adjustments do. The DM might wish to allow an additional +2 to-hit bonus as in the Melf's minute meteors spell. The fiery bolts are a magical attack and can affect just about any creature. Note that the bolts inflict minor piercing damage (1d6) and fire damage (4d6, save for half); creatures that are immune to only one of these forms of damage still suffer the other form of damage if struck. If the caster directs one or more bolts at a magic-resistant creature, the creature makes one magic resistance roll for the volley; if it succeeds, the entire volley is negated. Bolts from multiple casters constitute separate volleys.Attributes: 2E, Spell

Sage Advice #169 p. 99 (May 1991), Question: 9 🔗
What happens to creatures that are partially or completely submerged in mud when a mud to rock spell is cast in the vicinity?
 A creature completely submerged in mud will be trapped in the resulting rock. Creatures walking or wallowing on the surface might escape entrapment if they save vs. breath weapon.Attributes: 2E, Spell

Sage Advice #169 p. 99 (May 1991), Question: 10 🔗
Will a wall of iron stand up on its own, or does it always tip one way or another? Will it tip if placed directly against an existing wall, or will it insert itself into the wall and reinforce that wall?
 An unsupported wall of iron will fall over unless it can insert itself into adjacent nonliving material. The wall can be placed face-to-face with another nonliving surface to reinforce it. Note that a wall of iron is always created vertical. Also, a wall of iron is very heavy, and the DM might rule that even a supported wall will tip if the adjoining material is very weak (such as a thin wooden or plaster wall). In such cases the magical wall probably will bring the supporting material tumbling down with it.Attributes: 2E, Spell

Sage Advice #169 p. 99-100 (May 1991), Question: 11 🔗
Are undead, constructed beings, or plants affected by the polymorph other spell or a wand of polymorphing? Why or why not?
 Most creatures, including undead and simulacra, can be polymorphed with the fourth-level polymorph other spell or a wand of polymorphing. (As a side note, golems are creatures, but all of them are immune to polymorph spells.) Generally speaking, a creature is an entity that can move and react without outside aid. A creature need not be alive. On the other hand, magically controlled creatures still are creatures even when not acting independently. Animated nonliving objects (excluding skeletons and zombies) are not creatures, whether magically or mechanically animated. If the DM uses science-fiction monsters such as sentient robots or androids, he should decide when they are introduced whether to treat such entities as objects or creatures. Nonsentient plants probably should not be considered creatures for purposes of low-level polymorph magicks. Note that animals cannot be turned into plants by polymorph other spells or a wand of polymorphing; the eight-level polymorph any object spell is required for such transformations.Attributes: 2E, Spell

Sage Advice #169 p. 100 (May 1991), Question: 12 🔗
Why do the potions of heroism and super heroism work only on warriors?
 There are several magical items that work only for specific classes. In each case, game logic and game balance play a role. Game logic in this case is unclear, but it probably goes something like this: The potions enhance, not create, the warrior potential in a character. Zero-level characters and warriors have the potential to be enhanced, but members of other classes do not. The latter have abandoned or suppressed any warrior potential while training to become members of their own classes. Game balance demands that there be distinct differences between classes. Class specialization in the AD&D game helps to insure that all characters are not near-clones trying to achieve the same menu of skills and abilities. Clearly defined character classes also make teamwork necessary, since one or two characters cannot do everything that might be required for successful adventures. This also promotes role-playing and campaign longevity. Most magical items that duplicate class abilities are class specific. Otherwise, class distinctions would disappear and a typical party would become a homogeneous mix of wizards turned healers, wand-toting fighters, sword-swinging priests, and scrying rogues.Attributes: 2E

Sage Advice #169 p. 100 (May 1991), Question: 13 🔗
When using Table 8 (on exceeding level limits) from the DMG, which ability score is the prime requisite for a ranger?
 The prime requisites for a ranger are strength, dexterity, and wisdom. The prime requisite for each character class is listed at the beginning of the class description in the PHB, immediately after the class's ability requirements.Attributes: 2E, Class

Sage Advice #169 p. 100 (May 1991), Question: 14 🔗
How should ability score checks be handled for monsters with no defined abilities? For example, how do I determine the dexterity score for a horse or a hill giant?
 If the question comes up during play, it's best to decide quickly. Keeping the game moving is more important than making a precise calculation. I suggest that you assume that any monster has average ability scores (about 10). Just roll a 1d20 for ability checks; if the result is 10 or less, assume the creature passes the check.
 If the roll is higher, start figuring: Roll 1d3 to get the base ability score. In the case of dexterity, add one or two to the base score if the creature is described as agile, quick, or sure footed (subtract one or two for clumsy creatures). You might add a point for a high movement rate and one point for every multiple of three that the land or water movement rate rises above 12 or every multiple of six for air movement above 18 (you can subtract points at the same rate for exceptionally slow creatures). Generally, creatures with multiple legs are more sure footed than bipedal creatures, allowing one point for each pair of legs after the first two. The situation will exclude some modifiers; a horse might get modifiers for speed and legs when determining if it can jump a fence, but it might get none for deciding if it slides down a rocky slope. On the other hand, a basilisk probably couldn't jump over a matchbox but would get credit for its eight legs when negotiating slopes. Giants are notoriously clumsy, but their sheer size allows them to simply ignore most obstacles.
 When calculating other ability scores, consider the following: Strength generally equates to size; tiny creatures might receive a -2, small creatures a -1, man-sized creatures no modifier, large creatures a +1, and so on. Creatures especially noted for strength, such as draft horses, might get an extra point or two. If a creature has any damage modifiers from strength, use Table 1 in the PHB to estimate its strength score. Wisdom generally equates to intelligence, with an extra point or two if the creature has priest spells or is noted for its cunning or guile. Most monsters have higher than normal constitutions (say 11-13), modified for size as per strength. Most monsters have low charismas (say 8-10) with extra points added for high intelligence and times when a creature deals with other monsters of the same alignment. Needless to say, it's always better to go through this process before play begins when possible.
Attributes: 2E, Monster Ability Scores

Sage Advice #169 p. 100 (May 1991), Question: 15 🔗
The description for the wall of sand spell in FORGOTTEN REALMS® Adventures implies that the wall is always 12' high, no matter what the caster's level. Is this the case?
 Judging from the descriptions of other wall spells, I suggest that a wall of sand be no thicker than 4' per caster level, up to 12' high per caster level, and up to 4' long per caster level.Attributes: 2E, Spell

Sage Advice #169 p. 100 (May 1991), Question: 16 🔗
The spectral wings spell from FORGOTTEN REALMS Adventures creates two 12' wings with a wingspan of 26'. Doesn't 12+12 = 24? Also, the spectral wing's will follow their last instruction if the caster is slain. How aggressively will they follow an order such as "kill those creatures that are attacking me"?
 The spell creates a ghostly steed with 12' wings; the extra 2' come from the thickness of the mount itself. the steed has no intelligence and acts only at the caster's command. It is utterly incapable of following complex orders. The DM might allow the steed to make overbearing or pummeling attacks, but the caster must think out such attacks action by action, as though performing the attack himself. If, for example, the caster orders the steed to swoop own and attack a foe, but the caster is slain before he gets there, the steed follows the last command—to swoop—and probably will smack the ground at a high rate of speed as there is nobody to stop its dive. In this case, the steed tries hard to drive itself right into the earth until its duration expires.Attributes: 2E, Spell

Sage Advice #170, June 1991

This month, the sage again looks at the theory and practice behind the spells in the AD&D® 2nd Edition game—among other things.

Sage Advice #170 p. 95 (June 1991), Question: 1 🔗
Can the victim of a maze spell choose to remain inside longer than his intelligence would allow, or must he escape immediately? What about a held, unconscious, or slain victim? Would a blind victim require more time to escape than his intelligence would indicate? Can the victim do anything while in the maze except try to escape? That is, can he cast a spell, drink a potion, scry, lay on hands, etc.? Can a teleport without error spell be used to escape the maze, since it allows the caster to "jump" planes?
 The spirit of the spell description suggests that the nature of the labyrinth created by the maze spell prompts the victim to escape as soon as possible, and that no actions other than escape are possible while a victim is within. The victim can try a spell to get out, but he cannot do anything that does not contribute directly to escape. A slain victim is no longer a creature and is not subject to the spell, which affects only creatures. A held victim cannot begin to escape until the hold spell wears off, but the maze spell's duration can never exceed eight turns. Likewise, an unconscious victim will emerge from the labyrinth when its duration expires 2d4 turns later. Note that the victim's intelligence, not speed, is the primary factor in escape; a slowed victim does not spend additional time in the labyrinth. If the labyrinth's "shifting planes of force" are similiar to walls of force, sighted victims would have to feel or sound the way out, as the planes would be invisible. In any case, the spell description implies that the labyrinth is a visually confusing place, so blind victims should have no extra difficulty escaping and creatures well adapted to blindness might escape more easily at the DM's option. Local conditions can make teleportation of any kind impossible, and the labyrinth would seem to be one of those places. Attributes: 2E, Spell

Sage Advice #170 p. 95 (June 1991), Question: 2 🔗
Will an anti-magic shell spell negate innate magic resistance? What about magic resistance from a magical item?
 Magic resistance comes into play only when the anti-magic shell spell could directly affect the resistant creature. A conjured or summoned magic-resistant creature would be hedged out by an anti-magic shell, and its magic resistance, regardless of its source, would come into play. If the magic-resistance roll succeeds, the anti-magic shell collapses, as would any other in-place spell (see the DMG, page 67). If the magic-resistant creature is not conjured or summoned, it is not hedged out, but its magic and magical items cease functioning while within the anti-magic shell. If a conjured or summoned creature fails its magic resistance roll, it is hedged out by the anti-magic shell and all its abilities and items work normally. However, the anti-magic shell continues to negate any of the creature's magical effects that are cast into it. In no case does magic resistance allow nonartifact magical items to continue functioning inside an intact anti-magic shell. Note that a magic-resistant creature inside an anti-magic shell still is magic resistant, but this usually is irrelevant as no mortal magic works within that spell.Attributes: 2E, Spell

Sage Advice #170 p. 95 (June 1991), Question: 3 🔗
What should be considered when calculating the damage inflicted on an attacker by a fire shield spell? If a man-sized creature attacks a large creature with a weapon, does the attacker suffer damage at the weapon's larger-than-man-size rating or at the man-size rating? What if the target is immune to the attack?
 A fire shield returns the actual damage inflicted on the protected creature. If an attack delivers 10 hp damage, then the attacker suffers 10 hp damage even if the weapon used couldn't do 10 hp damage if employed against the attacker. If the attack fails to deliver any damage to the victim, the attacker suffers no damage.Attributes: 2E, Spell

Sage Advice #170 p. 95 (June 1991), Question: 4 🔗
The ranges of the two globe of invulnerability spells are 0. Since this means the spell is automatically cast on the wizard, why can't these spells move with the caster?
 The two effects are immobile. In this case, the effect appears at the caster's location and remains behind when he moves.Attributes: 2E, Spell

Sage Advice #170 p. 95 (June 1991), Question: 5 🔗
Can a creature's innate abilities be foiled as spell-casting can?
 Generally not. Using an innate ability can cause an initiative delay (see the PHB, page 94) but does not require a significant amount of concentration.Attributes: 2E

Sage Advice #170 p. 95 (June 1991), Question: 6 🔗
In an AD&D SPELLJAMMER™ campaign, do personal air envelopes exist on planetary bodies? For example, is a mountain climber at extreme altitude able to breathe in his air envelope, or is the envelope absent until the character leaves the atmosphere completely?
 I suggest you allow personal air envelopes to exist only in wildspace or the phlogiston. However, DMs are free to decide exactly where an atmosphere ends and wildspace begins, and they may even vary it from planetary body to planetary body. Some planets might have a sharply defined boundary between the two; in such systems, a traveler either is in the atmosphere or in space. Other planets might have an indefinite boundary; travelers in the atmosphere near the boundary might have difficulty breathing until they cross into wildspace and carry away enough atmosphere to form a breathable envelope. The boundary between space and atmosphere needn't be uniform. Such a boundary might exist at different altitudes at different spots on one planet, and a planet might have mountains that poke through the atmosphere into space.Attributes: 2E

Sage Advice #171, July 1991

This month, the sage shares more insights on the workings of spells in the AD&D® 2nd Edition game and takes a look into the realms of siege warfare, psionics, and the AD&D SPELLJAMMER™ setting.

Sage Advice #171 p. 90 (July 1991), Question: 1 🔗
Recently, one of my players wanted to have his character use a phantasmal force spell to create illusory duplicates of his entire party. I've always assumed that phantasmal force can create only one image, so I said no. Was I correct? Can a phantasmal force spell be used to hide people? Can it make a party on a road look like just a road?
 The spell description supports your view. The first sentence says the spell can create the illusion of "any object, creature, or force." All the terms are singular, and this probably isn't an accident. On the other hand, one can play around a bit with the word "force." The term "force" indicates things that are not physical objects but that have physical effects, such as lightning—but a group of beings organized into a military unit or for other purposes also is a "force." I once saw an interesting compromise between these two views: The DM allowed phantasmal units of creatures, but only if all the creatures in a unit were identical and only if they all moved and acted together. It also isn't contrary to the spirit of the rules to allow phantasmal cave-ins or avalanches. If you interpret the description narrowly, these are out of the question because they are made up of many small objects; however, the individual objects are part of a larger whole. Note that anything created by a phantasmal force spell (and its cousins, the improved phantasmal force, spectral force, and advanced illusion spells) is strictly limited to the spells immobile area of effect. A phantasmal creature, for example, can move but must remain entirely within the area of effect.
 The phantasmal force spell and its cousins create images of things. These spells do not cause things to disappear or to appear to change their forms; that's what the invisibility, massmorph, and veil spells are for. A phantasmal force spell can create a wall or boulder behind which the party can hide, but it can't make the party disappear or look like something else.
Attributes: 2E, Spell

Sage Advice #171 p. 90 (July 1991), Question: 2 🔗
I've encountered a DM who insists that the wizard spell fly ends if the recipient lands, which in effect makes the spell good for only one "hop." Is this really the case?
 This sounds like a workable house rule, but there is nothing in the spell description (in either edition of the AD&D game) that even begins to suggest that this is the case. Note that clever fly spell users can get around this rule just by hovering a few inches off the ground instead of actually landing.Attributes: 2E, Spell

Sage Advice #171 p. 90 (July 1991), Question: 3 🔗
Do "at will" abilities happen instantaneously? For example, can a creature that can become invisible at will first attack, then become invisible before any opponents can return the attack? If there is a delay before the creature can become invisible, does the delay last as long as the casting time for a spell? Can "at will" abilities be combined with spells or melee attacks?
 Innate, spell-like abilities use most of the rules for spell-casting except casting time. They require only a fleeting mental command; however, they cannot be combined with spell-casting or physical attacks, and they are not instantaneous (there is an initiative penalty of + 3). See the combat section in the Dungeon Master' s Guide, page 64, for more details.Attributes: 2E

Sage Advice #171 p. 90 (July 1991), Question: 4 🔗
In psionic combat, are the values listed in The Complete Psionics Handbook, Table 14, page 26, added to the character's relevant attribute (wisdom) to get the score needed for a successful attack, or are they added to the power score? Also, why is psychic crush such a lousy attack mode? There are more effective attacks for every defense on the table.
 The modifier is added to the power score, not the ability score. Whether or not psychic crush is a "lousy attack" is a matter of opinion. It is true that the other attack forms will probably yield contact against a closed mind more quickly than psychic crush can, but psychic crush has a respectable range (short, but the power score doesn't drop at the extreme end of the range), and it can do real damage.Attributes: 2E

Sage Advice #171 p. 90 (July 1991), Question: 5 🔗
What does the term "X Mult" mean under the PSP entry in the duergar and yuan-ti listings in The Complete Psionics Handbook's "Monstrous Update" section?
 "Mult" means multiplier, which is the same as the creature's hit dice. The more hit dice, the more psychic power points the creature has.Attributes: 2E

Sage Advice #171 p. 90-91 (July 1991), Question: 6 🔗
How much do siege engines cost? The Castle Guide gives rules for their use, but not their costs.
 Here's an unofficial price list to hold you until something better comes along:
Item Cost
Ballista 200 gp
Bombard 20,000 gp
Bore 800 gp
Cannon, heavy 10,000 gp
Cannon, light 6,000 gp
Catapult, arrow 300 gp
Catapult, heavy 540 gp
Catapult, light 400 gp
Gallery 600 gp
Ram 500 gp
Siege tower 1,000 gp
Trebuchet 800 gp
Attributes: 2E

Sage Advice #171 p. 91 (July 1991), Question: 7 🔗
When designing a custom spelljamming vessel, how do you define the ship's tonnage, maneuverability class, and crew requirements? How much does it cost to build a spelljammer from scratch?
 This is a topic is too complex to deal with here. Until something official comes along, which may happen in 1992, individual DMs must make these decisions on a case-by-case basis by comparing ships designed for their campaigns with the ship statistics given on pages 28-33 of the Concordance of Arcane Space, from the SPELLJAMMER boxed set. Here are a few unofficial suggestions for determining statistics and costs for new types of spelljammers:
 A quick way to estimate a new ship's tonnage is to multiply its beam length by its keel length, then divide by 120 or 125. This works well only for the oblong hull types such as hammerships. Generally, a ship can carry one person per ton of displacement, and it requires one crew member per three tons of displacement. Converted groundling ships and large, blocky ships, such as neogi deathspiders and dwarven citadels, have poor maneuverability ratings (E or F). Compact, barrel-shaped ships, such as squid ships and hammerships, have midrange ratings (C or D), and light ships with lots of sail area have high ratings (A or B). Judging from the repair rules on page 70 of the Concordance, building a ship from scratch is much more expensive than buying one "as is!" About 1,000 gp per ton seems to be an accurate figure for medium-sized, fairly maneuverable ships (30-60 tons, maneuverability class D) made of thick wood. This cost does not include large weapons or motive power, though the builder might offer the purchaser a package deal. Highly maneuverable ships, or ships made of metal or ceramics, would cost more per ton. The 1,000 gp/ton figure is significantly lower than the repair costs, but I assume the listed repair costs reflect quite a bit of haste and desperation.
Attributes: 2E

Sage Advice #171 p. 91 (July 1991), Question: 8 🔗
Who is the "attacker" if two spelljammers declare head-on rams against each other? It stands to reason that the ship with the initiative is the attacker, but what happens if they roll simultaneous initiative?
 Designating the ship with the initiative as the attacker seems to be a good ruling to me. I suggest re-rolling a simultaneous initiative right before the ramming attempts take place. Keep re-rolling ties until one ship wins, then follow the rules on page 65 of the Concordance.Attributes: 2E

Sage Advice #171 p. 91 (July 1991), Question: 9 🔗
Where are the new proficiencies in the SPELLJAMMER boxed set? I can't find them anywhere.
 I can't either (they were dropped from the rules; see "Awash In Phlogiston," in DRAGON issue #153). The module SJRl Lost Ships (TSR product #9280) has a few space proficiencies, and there will be a host of new proficiencies in one or both of the SPELLJAMMER rules supplements scheduled for release next year: the War Captain's Companion boxed set (tentatively scheduled for March 1992) and The Complete Spacer's Handbook (tentatively scheduled for October 1992).Attributes: 2E

Sage Advice #171 p. 91-92 (July 1991), Question: 10 🔗
The THAC0 listings for large weapons, on pages 40-42 of the Concordance of Arcane Space, conflict with the listings on page 57. Which ones are correct? The book says large weapons ranges are reduced inside of atmospheres, but by how much?
 The table on page 57 has the correct THAC0s; this table also is included in the SPELLJAMMER Dungeon Master's Screen. Actually, the ranges given in the Concordance are for long-range combat, which is impossible in an atmosphere. To conduct combat with large weapons inside an atmosphere, use the siege rules in The Castle Guide or the BATTLESYSTEM™ rules. Note that spelljammers have tremendous speeds, even in atmospheres (see the Concordance, page 51), and two spelljammers will have little time to exchange missile fire if they are approaching each other.Attributes: 2E

Sage Advice #171 p. 92 (July 1991), Question: 11 🔗
What happens if a spelljammer enters a planet's gravity well? Does it retain its own gravity until it touches the surface, or does the planet's gravity immediately take over? Is there a minimum size for a planet?
 The ship retains its own gravity until it touches the planet's surface; see page 14 of the Concordance for details. Note that the ship immediately drops out of spelljamming speed as soon as it enters the planet's gravity. A "planet" is here considered to be anything that displaces at least 10 tons. Note also that when two objects touch, the larger object's gravity is dominant. For example, a 50-ton ship touching a 20-ton asteroid imposes its gravity on the asteroid. Individual DMs might rule that certain planets immediately override a ship's gravity when the ship enters their gravity wells. This might be due to those planets' sheer size (each being, say, 100 times the ship's displacement), or it could simply be those planets' inherent properties, regardless of relative size.Attributes: 2E

Sage Advice #171 p. 92 (July 1991), Question: 12 🔗
How long does it take for a spell-caster to regain spells after using a spelljamming helm? Does the helmsman actually forget his spells during and after spelljamming?
 How long a helmsman must rest before casting spells is up to the DM. The helmsman must rest for as long as normal for him to regain the spells he currently has memorized; spelljamming does not erase the spells' patterns from the helmsman's brain, but it does disrupt the flow of magical energies within it (see page 34 of the Concordance). The minimum time required to regain spell-casting ability is "a restful night's sleep" (see the 2nd Edition Player's Handbook, page 81). For spelljamming purposes, this probably should be eight hours, though it may be slightly shorter or longer if the DM assigns a rest requirement that varies with the level or type of spells to be cast. In any case, the helmsman does not have to study his spells unless he wants to change them.Attributes: 2E

Sage Advice #171 p. 92 (July 1991), Question: 13 🔗
Can an iron golem or green dragon in wildspace poison itself by using its breath weapon inside an air envelope?
 No, in both cases. Golems require no air, so an iron golem's poison gas cannot harm it. However, if the air envelope is small enough (created by an object of 10 tons displacement or less), the air is immediately fouled if it wasn't already, which might cause problems for living creatures who depend on the air envelope. Poison-gas breath weapons from dragons, such as those of green and gold dragons, immediately foul air envelopes unless their tonnage is more than five times the dragon's hit dice. However, green and gold dragons are immune to gas attacks and are unharmed by air that has been fouled by such attacks, including stinking clouds, cloudkills, and similar spells; as far as the dragon is concerned air made foul by such attacks still is fresh, and it remains fresh for the normal period of time.Attributes: 2E

Sage Advice #172, July 1991

Join the sage this month as he looks at spells and magical items in the AD&D® 2nd Edition game.

Sage Advice #172 p. 90 (July 1991), Question: 1 🔗
Just how quickly will a continual light spell consume an object it's cast on? If cast on a creature, will it cause harm if left in place long enough? If so, how quickly? Does the spell run out when it consumes the object it's cast on?
 This is up to the DM, but the process takes hundreds of years for soft materials such as wood, and thousands of years for hard substances such as gemstones. Perishable materials, such as most foodstuffs, will rot normally long before a continual light spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.Attributes: 2E, Spell

Sage Advice #172 p. 90 (July 1991), Question: 2 🔗
What is the duration of the second-level ghoul touch spell from page 98 of The Complete Wizard's Handhook? The summary at the beginning says one round per level, but the text says 3-8 rounds.
 The caster's ability to use ghoul touch lasts one round per level. Victims who are touched and fail their saves vs. paralyzation exude a carrion stench and remain paralyzed for 3-8 (1d6+2) rounds.Attributes: 2E, Spell

Sage Advice #172 p. 90 (July 1991), Question: 3 🔗
Can an anti-magic shell be cast on a building in conjunction with permanency? If so, could spells be cast inside the building? Could spells be cast from inside at targets outside?
Anti-magic shell cannot be made permanent. (Permanency affects very few spells; see the Player's Handbook, pages 190-191.) In any case, anti-magic shell has a spherical area of effect; it does not conform to the shape of the area where it is cast. No spell can pass into, through, or out of an anti-magic shell.Attributes: 2E, Spell

Sage Advice #172 p. 90 (July 1991), Question: 4 🔗
What happens to a character when he co-exists with his clone? Does a character suffer damage if his clone is hurt? Can the clone automatically pass for the character? Could the clone steal a dragon's egg and frame the character for the deed?
 There is a link between a clone and its original; this unfailingly alerts each creature to the other's existence, but it does not transfer damage between the two or provide any additional information, such as how far apart the two beings are. The clone is almost indistinguishable from the original, as it has all the original's memories and abilities. A particularly clever clone might try to make mischief by committing crimes in the originals name, but note that the clone's prime motivation is to slay the original before insanity sets in, which usually takes a week. Note also that beings who know the original quite well might be able to detect the clone, as the original invariably has at least 2-8 months' worth of recent knowledge that the clone does not. (The clone has the originals abilities and memories at the time the flesh sample was taken; once this is done, it takes 2-8 months to grow the clone. The gap in knowledge might be even longer if the clone wasn't started immediately after the flesh sample was taken.)
 Finally, note that dragons are pretty hard to fool and even harder to steal from. A clone would have to be exceptionally clever and lucky to successfully make off with a dragon's egg, and a dragon hunting for a stolen egg isn't very likely to attack the wrong suspect. Very smart dragons, however, might try to force or convince the original to join the hunt for the egg and confront the clone.
Attributes: 2E, Spell

Sage Advice #172 p. 90-91 (July 1991), Question: 5 🔗
Is the sunray power of a sun blade the same as the seventh-level priest spell of the same name? Can the wielder attack while using the sunray power?
 This question sparked quite a bit of debate among my colleagues at TSR, Inc. However, the consensus is the swords sunray power works exactly as described in the swords description (see the Dungeon Master's Guide, page 185), not like the sunray spell. DMs are free to decide if the swords sunray power can be used while attacking; it's reasonable to assume the vigorous overhead swinging required to evoke the sunray would preclude attacks. On the other hand, the rules aren't precise about what vigorous overhead swinging really is, so it's not unreasonable to assume that the wielder can't just add an overhead flourish or two while attacking. If you decide to allow attacks while maintaining the sunray, you might want to impose a to-hit or initiative penalty (say, -2), or both. Note that a dim glow persists for one turn after the swinging stops, no matter which option you choose.Attributes: 2E

Sage Advice #172 p. 91 (July 1991), Question: 6 🔗
What are the dimensions of the beams created by the sunray spell? Is the caster continually surrounded by a sunny glow while the spell lasts? If not, does the caster know when the spell will end?
 This question sparked only slightly less spirited arguments that the previous one. The "beams" are spherical bursts of light with a 5' radius. No glow surrounds the caster, but the caster can create one burst each round (unless he is attacking or performing some other action other than movement) anywhere within the spell's range. I can't think of any overwhelming reason to assume that the caster should know how long the spell will last. How-ever, an unknown and variable duration might make casting this high-level spell far too chancy for some campaigns. A reasonable compromise might be to keep the total duration secret from the caster, but tell him if the spell has ended before he declares his actions for the round (see the PHB, page 93).Attributes: 2E, Spell

Sage Advice #172 p. 91 (July 1991), Question: 7 🔗
The description for the ring of spell storing says a "character of appropriate class and level" can restore spells cast from the ring. Does this mean the ring can be recharged without using an enchant an item spell? Or is the enchant an item spell required, as stated in the rules about recharging magical items on page 88 of the DMG?
 One of the unique properties of the ring of spell storing is that it can be recharged easily. Any spell-caster who can memorize the appropriate spell can recharge the ring. This is an exception to the general rules on recharging magical items.Attributes: 2E

Sage Advice #172 p. 91 (July 1991), Question: 8 🔗
When an enchant an item spell is used to prepare an item for recharging, does the item have to make a saving throw for each spell cast into it? If the save fails and the item's enchantment is disturbed, can the item be reenchanted?
 An item to be recharged must make one saving throw when the enchant an item spell is cast at the beginning of the process. If the save fails, the item is destroyed (it crumbles to dust). If the save succeeds, no more saves are required, as charges replaced in the item are not "new" spells cast into it.Attributes: 2E, Spell

Sage Advice #172 p. 91 (July 1991), Question: 9 🔗
Can a vorpal weapon be used to sever an extremity, such as a tentacle from the Evard's black tentacles spell or a dragon's tail, if the wielder is attacking the dragon from behind? Can a weapon of sharpness sever a head or neck, or only extremities such as arms, legs, tails, and tentacles?
Vorpal weapons sever only heads and necks; if the DM decides the wielder cannot reach the neck, nothing is severed. Weapons of sharpness can sever all types of extremities except for heads. Whether or not the tentacles from Evard's black tentacles qualify as extremities in this case is up to the DM. Since the tentacles can be damaged by weapons, they probably should be treated as part of a creature, vulnerable to severing by weapons of sharpness and precisely targeted spells such as magic missile.Attributes: 2E

Sage Advice #172 p. 91-92 (July 1991), Question: 10 🔗
How does the gender change caused by a girdle of femininity/masculinity change the victim's ability scores? What if the victim changes to neuter gender?
 There's nothing in the girdle's item description to suggest that the victim's ability scores change at all. Only the victim's gender changes. Note that the AD&D 2nd Edition game assumes gender has no measurable affect on a character's ability scores.Attributes: 2E

Sage Advice #172 p. 92 (July 1991), Question: 11 🔗
Can magical gauntlets be worn over magical gloves? Can magical bracers be worn with magical gauntlets? Can two different types of magical bracers be worn at the same time (e.g., bracers of defense and bracers of archery)? Can two different girdles be worn at the same time (e.g., a girdle of many pouches and a girdle of giant strength)? Can magical cloaks be worn with magical robes? Can magical boots be worn over magical slippers?
 First, let's define a few terms for gaming purposes: A bracer is a forearm protector. It can be as compact as a very wide bracelet or large enough to cover the whole forearm; bracers are made of metal, leather, or heavy cloth. A gauntlet is a hand protector that covers at least the wrist and back of the hand, although it might also cover the fingers and most of the forearm; gauntlets are made of metal, leather and metal, leather, or heavy cloth. A glove at least covers the palm and back of the hand, though it can go from the fingers all the way above the elbow. A girdle is a belt, simple or elaborate, worn about the waist or hips. A robe is a garment fitted to the body and usually worn over other clothing; minimally, a robe covers the torso from the neck to the waist, but usually is longer. A robe may or may not have sleeves. Any garment that covers the body, from a shirt to a dress, might be called a robe. A cloak, cape, or mantle is a loose, usually sleeveless outer garment hung from the shoulders and worn over other clothing. Generally, a cloak is long and full, covering the body from the neck to below the knees and sometimes to the ankles. A cape is shorter and narrower than a cloak, covering the back from the neck to the waist. but sometimes longer. A mantle covers the shoulders, front and back. Cloaks, mantles, and robes can be hooded, but capes are not. Boots are sturdy, close-fitting garments that cover the foot from toe to ankle and sometimes the entire leg as well. Slippers are lightweight and cover the soles of the feet, toes, and heels, but might cover the ankles as well.
 Generally, two or more items can be worn together if they cover different parts of the body. There are both logical and game-balance reasons for this. Obviously, a character wearing two or more cloaks is going to be just as overly powered as a character wearing three or more rings. Furthermore, game logic assumes a magical garment must fit reasonably well to function. The items cease to function if a character layers them on until he looks like a walking laundry basket.
 Some garments do overlap in normal use. A robe can be worn with a cape, mantle, or cloak, but a character can wear only one robe and one cape, mantle, or cloak. Bracers can be worn with gloves or gauntlets. Some gauntlets are made to be worn over gloves; indeed, there is no reason why a campaign can't have some gauntlets that fit over gloves and some that do not. Many people in the Middle Ages wore two belts; one was high on the waist to hold up breeches or hose and to hold pouches and tools, and one rode on the hips, usually to support a sword or other large weapon. Sometimes people wore two belts crossed over the hips and a third on the waist. I suggest that two magical belts or girdles be the absolute limit, and only if they have different functions (e.g., one that augments ability scores or skills, such as a girdle of giant strength, and one for carrying equipment, such as a girdle of many pouches). A character can wear only one set of outer footgear. Any garment thin enough to be worn inside a pair of shoes or boots would be called a sock, not a slipper.
Attributes: 2E

Sage Advice #173, September 1991

This month, the sage shares more insights into the workings of the gods in the AD&D® 2nd Edition game—and the workings of more mundane beings, such as player characters and monsters.

Sage Advice #173 p. 62 (September 1991), Question: 1 🔗
The introduction to the 2nd Edition Legends & Lore tome says deities are unable to visit the Prime Material plane, yet the Aztec deities are described as living on the Prime Material plane. Are they exceptions to the rule? Are these deities restricted to their home planets? If so, how can Quetzalcoatl keep his vow to return to the valley of Mexico? How can Ometeotl be barred from going anywhere if he's the embodiment of the universe? How can an omnipotent deity such as this have such limits, and why would such a deity need an avatar? Tezcatlipoca is said to he unable to visit this Prime Material plane; isn't this another contradiction?
 First, a careful rereading of page 6 of Legends & Lore will show that deities are not unable to visit the Prime Material plane, but they never do; this is because doing so automatically would draw the attention and ire of the other deities. No deity is inclined to risk destruction at the hands if his or her divine peers.
 The Aztec deities section does seem to be a bit muddy, but less so if you assume the words "Prime Material Plane" actually mean "the planet where the campaign takes place" or "the valley of Mexico." Like beings in other pantheons, the Aztec deities are quite interested in mortal affairs and won't tolerate direct divine interference in them. Exactly how Quetzalcoatl will keep his vow is up to the DM. Perhaps the other deities will respect it and allow him to return, or perhaps Quetzalcoatl expects his followers to pave the way for him in such a way as the other deities cannot object.
 If you carefully reread Ometeotl's section, you'll find he is the embodiment of the universe only in a sense, not literally. In any case, no deity in Legends & Lore is omnipotent, not even in its own area of control. All deities share the limelight with other deity-class creatures who have the power to confound or even kill them. Avatars are handy for any deity, as an avatar can go places where the deity itself cannot go without recriminations. Also, note that deities can have multiple avatars working at different locations at the same time (10 avatars at once for a greater deity). Likewise, Tezcatlipoca is not barred from the mortal world any more than any other deity. He is in the habit of using his true form—rather than an avatar—to accomplish various tasks. However, he doesn't use his true form to visit the mortal world.
Attributes: 2E

Sage Advice #173 p. 62-63 (September 1991), Question: 2 🔗
If deities never visit the Prime Material plane, how can the cambion Iuz live on Oerth (in the WORLD OF GREYHAWK® setting)? I run a campaign based in Oerth, and Iuz is a major villain. With the appearance of the new Legends & Lore tome, do I remove Iuz from Oerth and from the game, or leave the demigod free to ravage the place? Do the new rules have information on cambions? Where do I find rules on Iuz's assassin abilities, or do they just disappear now that the new rules have come along?
 Statistics for cambions are located in the Monstrous Compendium, Outer Planes appendix, under the heading "Tanar'ri." If you decide to treat Iuz like any other deity and restrict his true form to another plane, you hardly remove him from play. As a demigod, he can have his worshipers or even his avatar do his dirty work. (Yes, I'm aware that the GREYHAWK® Adventures hardback says Iuz has no avatars, but if you're going to kick him off the Prime Material plane because of what Legends & Lore says, there's no reason you can't give him an avatar.) Note also that the Legends & Lore tome does not necessarily consider the way things work on Oerth; it is a general work describing how deity-class creatures fit into most campaigns. I can't think of a single reason why you can't have Iuz continue to prowl about the Flanaess, causing as much trouble as ever. Also, since Iuz is pretty weak as most demigods go, he probably can be slain by mortal attacks, unlike the more powerful demigods described in Legends & Lore.
 You have several options when dealing with Iuz's assassin abilities: 1) You can continue to use the AD&D 1st Edition game's rules in Iuz's case; 2) you can give Iuz thief abilities instead; 3) you can treat Iuz as a thief using the assassin kit from the Complete Thief's Handbook; or, 4) you can just drop the abilities altogether.
Attributes: 2E

Sage Advice #173 p. 63 (September 1991), Question: 3 🔗
How do the various deities from the Legends & Lore tome achieve such high damage scores, such as Ares's sword (3-30 hp) and spear (5-50 hp) without having titanic size and strength?
 As explained in the "Avatars" section (pages 4-5), a deity and its avatars ignore mortal restrictions. The hefty damage inflicted by a deity's weapons is a direct manifestation of the deity's power. In the case of a war deity such as Ares, this power is quite potent.Attributes: 2E

Sage Advice #173 p. 63 (September 1991), Question: 4 🔗
The Player's Handbook, on pages 26 and 52, makes it clear that only single-classed fighters—not paladins and rangers—can use weapon specialization. However, the Complete Fighter's Handbook, on page 58, pretty clearly implies that all warriors (fighters, paladins, and rangers) can specialize. Did the rules change when the Complete Fighter's Handbook hit the shelves? If so, why would anyone want to play a simple fighter?
 According to a short conversation I had with TSR, Inc.'s Dave "Zeb" Cook a while ago, the rules in the Player's Handbook and Dungeon Master's Guide are intended to serve as the fundamental basis for the AD&D® 2nd Edition game and are supposed to remain unchanged until that far-off day when a new version of the game comes along. (There are no plans for another edition currently in the works, but no set of game rules stays current forever.) While there is a continuous stream of new material planned for the game, all of it is intended to supplement the core rules, not replace them. All of the rules in the Complete Fighter's Handbook are optional, but the phrase giving weapon specialization to all warriors is an error.Comment: This was corrected in a later printing of The Complete Fighter's Handbook. The newest, 11th printing of the book, correctly states that only single class fighters can specialize.Attributes: 2E, Class

Sage Advice #173 p. 63 (September 1991), Question: 5 🔗
With how many weapons can a fighter specialize? Is it possible to specialize in both a fighting style (from the Complete Fighter's Handbook) and a weapon or combination of weapons? How do you use weapon specialization if you also are using weapon groups from the Complete Fighter's Handbook? Is it possible to double specialize? If so, how do you get it and what bonuses do you get for it?
 In the core rules, a single-classed fighter—and only a fighter—can specialize in exactly one particular weapon. If you're using weapon groups, the fighter must pick one weapon within the group as a specialty. If you're using the rules in the Complete Fighter's Handbook, you can allow fighters to take more than one weapon specialization, but they still must choose their specializations one weapon at a time.
 Style specialization is actually just a weapon proficiency available to warriors, rogues, and priests. Don't let the name confuse you; a style specialization is a general set of tricks for fighting a certain way, not an intensive study of one particular weapon. It is possible for a character to have more than one style specialization.
 There are no rules for double specializations in the current version of the AD&D game. However, if you play a variant game and allow all warriors (including rangers and paladins) to take weapon specialization, you might allow fighters only to spend two extra proficiency slots on one weapon (and one weapon only) and become double specialized. The effect of a double specialization is up to the DM, but increasing the specialization bonus to +2 "to hit" and +3 damage seems most reasonable. If you use this unofficial optional rule, be prepared to start adjusting your campaign's play balance, because your poor monsters are going to have a hard time going toe-to-toe with your campaign's fighters.
Comment: The suggested double specialization almost matches the later Player's Option: Combat & Tactics that gives +3/+3 when double specialized.Attributes: 2E, Class

Sage Advice #173 p. 63 (September 1991), Question: 6 🔗
I have a DRAGONLANCE® campaign mage of levels 3/8/19, of robes white/red/black. How many proficiencies does he have?
 The character has only the proficiencies due to a 19th-level wizard. When a Krynn mage changes orders, he loses two levels and becomes either a student wizard (if his reduced level is three or less) or a member of the new order. The character does not retain spells, spheres, or levels from the old order. Furthermore, Krynn's deities remove all player characters of greater than 18th level from the world (see DRAGONLANCE Adventures, page 13). Your mage is now an anomaly and a renegade, and is doomed to "disappear" very soon unless he has managed to escape from Krynn, perhaps on a spelljammer. Note also that your mage has no special magical powers—such as those gained from Krynn's moons—while away from Krynn.Attributes: 2E, Class

Sage Advice #173 p. 63 (September 1991), Question: 7 🔗
What is the speed factor of a touch attack?
 If you wish to assign a speed factor to a touch attack of any kind, I suggest you use the rule on page 94 of the PHB, where a "natural" attacks speed factor depends on the attacker's size. For a man-sized creature, the speed factor is 3.Attributes: 2E, Touch spells

Sage Advice #173 p. 63 (September 1991), Question: 8 🔗
Can a beholder's gaze attacks be reflected by a mirror?
 Beholders don't have gaze attacks. They have various magical rays that are generated from their eyes, which is not the same thing as a gaze attack at all. A beholder's eye-beam attacks, and most other magical effects, cannot be reflected by a mirror.Attributes: 2E

Sage Advice #173 p. 63 (September 1991), Question: 9 🔗
Do liches retain racial abilities, such as drow infravision? How does magical aging, such as the casting of wish spells, affect liches?
 All liches have very good infravision, or its equivalent (see the Monstrous Compendium, Volume I). DMs are free to have liches retain other racial abilities. Liches do age, though their "lifespans" last for centuries. When subject to magical aging, such as casting a wish spell, a lich must make a system-shock roll just as any other spell caster does. The DM is free to set the lich's constitution score at any appropriate value for this purpose (18 or even higher is not unreasonable). However, if the lich fails, its body is ripped apart by the force of the spell and the creature "dies."Attributes: 2E, Spell, Magical aging

Sage Advice #173 p. 63-64 (September 1991), Question: 10 🔗
On page 30 of the Player's Handbook, it says that mages cannot wear any armor, but page 182 of the Dungeon Master's Guide says magic-users can wear magical elven chain mail. Which is correct? Can mages wear other types of armor made from elven steel?
 If you carefully reread page 182 of the Dungeon Master's Guide, you'll find it says that elven fighter/mages can wear elven chain mail without restriction; this is the only case in which magic-users can wear this armor. This rule also is included in the Player's Handbook, page 45. Single-classed mages cannot wear any armor at all. It probably will not cause play-balance problems if the DM allows other multiclassed (but not dual-classed) warrior/mages to wear other types of armor made from elven steel; details on these armors must be invented by the DM (using the DMG, pages 37-38).Attributes: 2E, Wizard in Elven chain mail, Wizard in metal armor

Sage Advice #173 p. 64 (September 1991), Question: 11 🔗
On page 69, the Player's Handbook says the rate of fire for thrown daggers is two per round, but page 99 says the rate of fire is three per round.
 You seem to have a first-printing Player's Handbook, which was in error. The word "daggers" at the top of the second column should read "darts," which it does in the second and subsequent printings.Attributes: 2E

Sage Advice #173 p. 64 (September 1991), Question: 12 🔗
Can a thief who has been observed by an enemy successfully backstab that enemy if the enemy ignores the thief and attacks the thief's party instead? The rules say only humanoid creatures can be backstabbed. Does this exclude animals such as bears or wolves?
 A successful backstab requires an element of surprise. If an opponent spots a thief maneuvering for a back attack, the opponent will not be caught unaware and cannot be backstabbed. Interpreting the rules strictly, only humanoid creatures—bipedal, one head, two arms, two legs, tail optional—can be backstabbed. Game balance probably won't suffer if the DM also allows common, four-legged animals to be backstabbed, but note that many animals have good senses and are pretty hard to sneak up on. Note also that the thief must be able to locate and strike a vital spot to get the damage multiplier from a backstab. A creature the thief has never studied or encountered before probably cannot be backstabbed, and neither can very large creatures, such as dragons and dinosaurs, or amorphous creatures, such as slimes and jellies.Attributes: 2E, Class

Sage Advice #173 p. 64 (September 1991), Question: 13 🔗
According to the rules, an invisible and silenced elf sneaking up on an opponent whose dexterity is 15 or lower can gain surprise on an 11-in-10 chance. (The normal chance of surprise is 3-in-10 with a -4 modifier for being an elf without metallic armor, a -2 modifier for being invisible, and a -2 modifier for being silenced.) Is this really fair?
 What is fair is up to the DM. However, if you have the common sense to realize this situation is unfair, it shouldn't be too hard to figure out what to do about it. The -4 modifier for being a lone elf not in metallic armor already assumes the character is moving silently (see PHB, page 22), so I suggest dropping the -2 modifier for silence in this case (you can't be doubly silent). Generally, surprise chances shouldn't be greater than 9-in-10 except in extraordinary circumstances, such as if a thief sneaks up on a sleeping drunk.Attributes: 2E, Invisibility, Silence

Sage Advice #173 p. 64 (September 1991), Question: 14 🔗
I just finished reading most of the DRAGONLANCE® saga paperbacks and I really like kender! Are there rules for playing this race in the AD&D game?
 Indeed there are. Ask your game or book dealer for the DRAGONLANCE Adventures hardback (TSR product #2021). This tome is crammed full of information for playing campaigns set in the world of Krynn. It was written for use with the AD&D 1st Edition rules, so you'll have to apply a little common sense here and there to make everything work. There also is information on kender and all other major Krynn races in the Monstrous Compendium, DRAGONLANCE Appendix (TSR product #2104). You might also want to check out "All About the Kender," in DRAGON issue #101.Attributes: 2E

Sage Advice #174, October 1991

This month, the sage takes a short look at some enchanted items from the AD&D® 2nd Edition game.

Sage Advice #174 p. 14 (October 1991), Question: 1 🔗
Can a wand of negation be used to dispel spells with a duration, such as fly or continual light, or does it work only on effects generated from wands, staves, and rods?
 A wand of negation prevents devices from generating magical effects. A wand of negation does not affect creatures or existing magical effects, though many readers have gotten confused while reading the wands description (see the Dungeon Master's Guide, page 157) and concluded otherwise. (The third sentence seems to be the major stumbling block, as it easily can be misread to indicate that the wand can negate spells from any source.) Note that the wand of negation need not be pointed directly at the item to be negated; it suffices to point the wand at the individual employing the item. The DM must decide what constitutes a "spell-like effect"; magical bonuses cannot be negated, nor can most other functions that affect only the item's user, such as necklaces of adaptation or brooms of flying. Devices that create offensive magical effects such as fireballs, lightning bolts, shooting stars, polymorph other, and so on can be negated. Devices that have charges lose the appropriate number of charges if one of their effects is negated.Attributes: 2E

Sage Advice #174 p. 14 (October 1991), Question: 2 🔗
Can a portable hole be draped across a character's back to prevent him from being back-stabbed?
 While a portable hole can be spread out over any surface to form its extra-dimensional space, a creature is not a surface. Creatures cannot make themselves insubstantial—and therefore immune to attack—by wrapping themselves in portable holes.Attributes: 2E

Sage Advice #174 p. 14 (October 1991), Question: 3 🔗
What happens to items or creatures inside a portable hole or bag of holding when a reverse time spell (from Tome of Magic, page 103) is cast?
 This is up to the DM, but I strongly suggest that if the hole or bag is closed, the contents should be unaffected by most spells, as their areas of effect cannot extend into extradimensional spaces any more than they can cross planar boundaries. If the items are open (or are opened inside the area of effect), all their contents are affected normally. In this case, opening the item creates a portal through which objects, creatures, and magical effects can pass.Attributes: 2E, Spell

Sage Advice #174 p. 14 (October 1991), Question: 4 🔗
Can a carpet of flying be used underwater?
 I can't think of any overwhelming reason why magical flight of any kind won't work under water, especially spells such as levitate and fly Some DMs, however, might rule that items such as brooms of flying and carpets of flying are too bulky or too dependent on an extraplanar connection to the plane of elemental Air to work while submerged. Alternately, the DM might rule that submarine movement is possible at one-half or one-third the aerial rate, due to increased resistance or other factors.Attributes: 2E

Sage Advice #174 p. 14 (October 1991), Question: 5 🔗
Can gauntlets of dexterity raise a character's dexterity score above 18?
 There's nothing in the rules that says scores over 18 are impossible. Some DMs, however, might want to set some maximum value for a dexterity score augmented by these gauntlets or similar items. In such cases, the upper limit (for the total score) probably should be set somewhere in the 18-20 range.Attributes: 2E

Sage Advice #174 p. 14 (October 1991), Question: 6 🔗
My group has been toying around with the rule on page 73 of the Player's Handbook that says size-S creatures can use only size-S weapons with one hand. If we create smaller versions of size-M weapons, such as a hand axe made for a dwarf, what would its statistics be? Also, what is the proper size class for a short sword? The weapons table says it's size M, but page 96 ("Attacking with Two Weapons") seems to indicate that it's size S.
 First, I suggest that you treat player-character dwarves as size-M creatures. About half of them should be more than 4' tall and qualify as size-M creatures without the benefit of a house rule anyway.
 As this column has pointed out before, short swords are size-S weapons; the M listing in the weapons table (Player's Handbook, pages 68-69) is in error.
 There really isn't any clean, neat method for generating statistics for scaled-down weapons, but a good rule of thumb might be to subtract one point of speed factor, two or three pounds of weight, and one "step" of damage die per size category reduced; thus, a weapon that does 1d6 hp damage would do 1d4 hp after downsizing. Obviously, you'll get some pretty strange results if you try to use this suggestion without making some common-sense adjustments on a case-by-case basis. Note that size-S creatures can use size M weapons with two hands.
Comment: Follow up on Sage Advice #149 about dwarves sizes. Dwarves are repeated to be size M in #235Attributes: 2E

Sage Advice #175, November 1991

Join the sage as he turns his attention to a few problems confronting Dungeon Masters and their AD&D® 2nd Edition campaigns.

Sage Advice #175 p. 75 (November 1991), Question: 1 🔗
The various SPELLJAMMER™ rules hooks say that weapons can he added to a ship at the cost of one ton of cargo space per weapon, to a maximum number of weapons equal to half the ship's tonnage. Since cargo space also is equal to half the ship's tonnage, this means that all the ship's cargo space can be used up by extra weapons. I have two problems with this: First, what do cargo space and weapons have to do with each other? Second, the rule allows a ridiculously large number of weapons to be mounted on ships. A hammership, for example, at 60 tons, can mount 30 additional weapons!
 The maximum number of additional weapons a ship can carry is one per two tons of displacement (Concordance of Arcane Space, pages 26-27). However, this is a theoretical number based on a ship's gross hauling capacity. Even a quick look at the deck plans in the SPELLJAMMER boxed set reveals that cramming a spelljammer with its maximum load of weapons would take all the ship's deck space. Of course, a truly warlike spelljammer captain might build a "double-topped" ship with fighting decks above and below the plane of gravity, but woe to the weapons' crews if the gravity plane shifts.
 Speaking of crews, general-purpose spelljammers, such as most PCs would use, don't have the quarters or air necessary to sustain a huge number of weapons crews; this tends to lower the practical limit on the number of weapons a ship is likely to have. (On the other hand, a "monitor"-type ship dedicated to defending a planet, base, or section of wildspace might be packed to its crow's nest with weaponry, and ships crewed by undead would have no breathing-air restrictions.) Also, don't forget that weapons aren't free and are not available in unlimited quantities.
 Extra weapons eat up cargo space for a variety of reasons. First, a ship's cargo capacity is an abstract figure that reflects both its interior volume and its ability to carry weight. A weapons-heavy ship might have empty space in its hull, but if overloaded with cargo it would probably maneuver like a wounded duck and have a nasty tendency to split open like a wet cardboard box in combat or when landing. Also, large weapons can't just be bolted onto a ship's deck; their mounts must be braced and supported so the weapons don't break loose when fired. This extra structure not only reduces the ship's payload, it also tends to make the ship less efficient as a cargo carrier (the extra posts and beams prevent the crew from packing cargo tightly, and they otherwise waste space). Also, don't forget that large weapons need ammunition, and some of the ship's cargo space has to be allocated to its storage.
Attributes: 2E

Sage Advice #175 p. 75 (November 1991), Question: 2 🔗
Can hit points lost to a death helm (from the SPELLJAMMER module SJR1 Lost Ships) be healed, or are they permanently lost?
 A death helm's hit-point drain functions exactly like a lifejammer's hit-point drain (Concordance of Arcane Space, pages 38-39). That is, hit points lost to the death helm can be healed, but only after the victim is separated from the helm.Attributes: 2E

Sage Advice #175 p. 75 (November 1991), Question: 3 🔗
How do the crystal spheres of the SPELLJAMMER rules relate to the planar organization as described in the Dungeon Master's Guide and Manual of the Planes? In particular, what about the many alternate Prime Material planes, and the astral wormholes that connect them to the outer planes?
 This matter is left up to the DM. The most straightforward reading of the SPELLJAMMER material suggests to me that all the crystal spheres and the phlogiston that connects them are part of a single Prime Material plane, which makes the planar universe a very big place indeed. However, there is no reason why you can't assume that each crystal sphere is itself a separate Prime Material Plane, with all the variable properties described in the Manual of the Planes. Note that if this is true, spelljammers would visit some spheres at their own peril. In a campaign with such a planar setup, astral and ethereal travel might very well be a workable alternative to spelljamming. With a little work, you could merge the SPELLJAMMER setting into the DMG's planar setup, treating each crystal sphere as a Prime Material plane and making the phlogiston part of the Astral or Ethereal plane, or eliminate the phlogiston and replace it with the Astral or Ethereal plane.Attributes: 2E

Sage Advice #175 p. 75-76 (November 1991), Question: 4 🔗
Can a character use the extra proficiency slots gained from a high intelligence score to get more weapon proficiencies? The text that goes along with intelligence table in the Player's Handbook is not specific about which kind of proficiencies are gained. And, while the proficiency section mentions extra nonweapon proficiencies, it doesn't say the extra proficiencies cannot be used for extra weapons.
 The arrangement of material in the PHB's proficiencies section (starting on page 50) make it clear to me that weapon proficiencies are based solely on class and level, not intelligence. Each character is automatically entitled to as many weapon proficiencies as his professional studies and knowledge allow. Nonprofessional skills—nonweapon proficiencies—are only partially dependent on a character's professional acumen, and very intelligent characters get more of them. Many DMs limit extra proficiency slots from intelligence to languages or language skills (such as reading and writing).Comment: The Complete Fighter's Handbook allow for the extra proficiency slots to be used for weapons.Attributes: 2E

Sage Advice #175 p. 76 (November 1991), Question: 5 🔗
Since the appearance of the Tome of Magic, two players have been pestering me to let them turn their necromancers into necromancer/wild mages. I think wild magic is a field of study all by itself, but these guys won't let up!
 You are correct; a character cannot be both a wild mage and a specialist wizard at the same time. Wild mages are too wrapped up in trying to understand the tangled skeins of wild magic to also understand the complexities of a particular school of spells and enjoy the benefits a devotee of a single school gets. In fact, intense and disciplined study of a single school of magic is anathema to a wild mage. So tell your two players to stop pestering you.Attributes: 2E, Class

Sage Advice #175 p. 76 (November 1991), Question: 6 🔗
When a character uses Nahal's reckless dweomer (from the Tome of Magic), what kind of description must the caster supply? Is he free to attempt anything he can dream up? Why even bother with a description in the first place, since the spell isn't likely to provide what the caster wants anyway?
 As the spell description clearly states (TOM, page 20), the mage can attempt only spells that are written in his spell books; the mage cannot try spells he doesn't know, nor can he create new effects at the spur of the moment. The reason why the caster must say what spell he is trying to recreate with the reckless dweomer is pretty obvious (and I've seen it pointed out once on the GEnie computer networks "TSR RoundTable"). The reckless dweomer uses the Wild Surge Results table (TOM, page 7) to determine what happens. When rolling on this table, it's possible for the spell to function exactly as intended, or to function with enhanced or diminished effects; results such as #56 (half range, duration, area of effect, and damage) are pretty hard to adjudicate without knowing what the intended spell was.Attributes: 2E, Spell

Sage Advice #175 p. 76 (November 1991), Question: 7 🔗
My group has been considering what would be required to bless and dedicate a new temple or shrine—that is, to dedicate it to a deity, not to cast a spell on it. The focus spell from the Tome of Magic (pages 76-80) seems to be a step in the right direction, but doesn't seem to hit the spot. Also, are the spells listed in the Tome of Magic the only ones that can be focused, or can others be focused?
 Since a focus spell captures and redirects "devotional" energy, I'm inclined to think that a site-focused bless spell is exactly what you want. In maintaining the focus, the congregation regularly renews its ties with the divine, which should please the deity greatly. I suppose a prayer spell could be cast once in conjunction with a focus to permanently consecrate the site. Such a spell would have no lasting effects (unless the DM rules otherwise), but it certainly would get the deity's attention briefly. Officially, the spells listed in Table 3, pages 79-80 of the TOM, are the only spells that can be focused. However, DMs should feel free to add new spells to the list if they'll enhance the campaign. Most spells that can be focused are ones that provide immediate aid to the caster, establish the caster's (and the deity's) authority in the community, or create the proper atmosphere to worship a deity.Attributes: 2E, Spell

Sage Advice #175 p. 76 (November 1991), Question: 8 🔗
I've noticed that certain spells were designed to affect a given number of levels or hit dice of creatures. How do you decide what the "level" of a multiclassed character is? For example, how many hit dice or levels does an elven 7/6/5 thief/fighter/mage have?
 In this case, use the highest level the character has. The character in your example counts as a 7-HD creature.Attributes: 2E, Class

Sage Advice #175 p. 76 (November 1991), Question: 9 🔗
I understand that magic resistance can protect a creature against natural effects such as the hailstones of an ice storm. Can it also protect a creature from the effects of a Nystul's radiant baton (GREYHAWK® Adventures, page 60), which creates a natural effect drawn from the quasi-elemental plane of Radiance? What about the spell's ability to automatically strike a creature that has struck the caster during a round?
 Whether or not an effect is natural has no bearing on whether or not it is subject to magic resistance. Magically created effects ignore magic resistance only if they are consequential. The rules governing magic resistance (PHB, page 102, or DMG, page 66) use crevices created by an earthquake spell as an example. The spell earthquake does not create crevices; it creates tremors that in turn create crevices. As another example, lightning is a natural effect on the Prime Material plane and elsewhere. Nevertheless, a lightning bolt is an area-effect spell subject to magic resistance.
 Magic resistance, however, cannot protect a creature against a huge stalactite or weakened wall broken loose by a lightning bolt. Nor can it protect an exposed creature from random lightning strikes generated from a thunderstorm created by control weather or weather summoning spells. These last two spells do not create or control lightning; they change and agitate the atmosphere in such a way as to make lightning possible. Note that call lightning creates and directs lightning on demand, and that each stroke called is an area effect subject to magic resistance. The spell ice storm can create damage-inflicting missiles that are subject to magic resistance, as is any other area of effect spell. However, a magic-resistant creature still is blinded, slowed, and vulnerable to slipping and falling if subjected to the sleet version of an ice storm, because these are consequential effects.
 A Nystul's radiant baton is an "in place" magical effect subject to magic resistance. If the spell's baton strikes a magic-resistant creature and the magic-resistance roll succeeds, the baton collapses. Magic resistance never comes into play until a spell or spell-like effect comes into contact with a resistant creature, so spell effects that automatically hit, such as magic missiles, still hit, though they do no damage if the magic-resistance roll succeeds.
Attributes: 2E, Spell

Sage Advice #175 p. 76-77 (November 1991), Question: 10 🔗
The new PHB (page 22) says half-elves can be druid/rangers, but the table on page 44 does not mention this combination. What are the armor and weapon restrictions and alignment requirements for this multiclassed combination?
 In the core AD&D 2nd Edition game, there are no druid/rangers. The reference to them on page 22 is an error, and that is why they don't appear in the table on page 44. In practice, however, druid/rangers work very well in play, offering a good mix of skills and lots of role-playing possibilities.
 To determine the weapons and armor allowed to druid/rangers (if the DM decides to allow these characters at all), follow the rules on page 45 of the PHB. Since a warrior priest must abide by the weapon restrictions of his mythos, the druid/ranger's weapons are limited to: club, sickle, dart, spear, dagger, scimitar, sling, and staff. The druid/ranger also must observe the druids special armor restrictions, thus being limited to leather armor and wooden shields. Since rangers must be good and druids must be neutral, alignment is a problem. I suggest that a druid/ranger's alignment be limited to neutral good.
 Note that the rules on page 45—especially the weapons restrictions—tend to discourage multiclassed priests except for characters dedicated to the appropriate deities. For example warrior priests who follow war deities might have access to a useful selection of warrior armor and weapons (PHB, page 34) and will be far more effective as warriors than, say warrior clerics, who are limited to blunt weapons. Since the original rationale behind druid/rangers is that these two woodland professions have enough common interests to generate at least a few multiclassed characters, and since the druid/ranger by necessity already violates the druid's alignment restriction, the DM might wish to bend the rules a bit to allow druid/rangers to function more effectively as rangers. The best way to do this is to expand the weapons list to include at least one kind of bow and maybe the warrior's mainstay, the long sword. The DM also might consider lifting or altering the armor restriction. This might be easier if the character in question were actually dedicated to a specific woodland or elven deity (see next question).
Attributes: 2E, Class

Sage Advice #175 p. 77 (November 1991), Question: 11 🔗
Who or what, exactly, do druids worship? Do they simply venerate and gain their powers though some personification of nature, or do they worship specific deities, such as those from the Celtic mythos?
 This is entirely up to the DM. Both the FORGOTTEN REALMS® and WORLD OF GREYHAWK® fantasy settings include deities who have druids as followers, and certainly many of the deities described in the Legends & Lore tome have portfolios that would attract druidical worshipers. On the other hand, its sensible to assume that druids are directly dedicated to nature, either personified in some being or as an impersonal force that they can tap by virtue of their singular devotion. Indeed, I see no reason why a campaign cannot have both kinds of druids.Attributes: 2E, Class

Sage Advice #175 p. 77 (November 1991), Question: 12 🔗
Does the druidical resistance to charms cast by woodland creatures protect only against innate abilities or against enchantment/charm spells in general? What constitutes a woodland creature, anyway? Is a druid immune to charm person spells cast by any creature that lives near a tree?
 The intent behind this ability clearly is to make the druid immune to the innate charm abilities possessed by fantastic creatures who live permanently in the forest. This keeps the druids status as master and protector of the forest from being undermined by capricious charm attempts from sylvan creatures who can't be counted on to use their abilities with common sense. The druid gains this ability because he taps into the same base of power that grants sylvan creatures their charm abilities. The immunity does not protect the druid from spells such as charm person or charm person or mammal, even when cast by other druids or woodland creatures such as green dragons; their power comes from a different source.
 A woodland creature is any creature normally associated with a sylvan setting, such as a dryad, hamadryad, or nymph. When in doubt, check the creature's "Climate/Terrain" heading in the Monstrous Compendium. Creatures that typically live in nonforested terrain, such as vampires, can charm druids normally.
Attributes: 2E, Class, Charm

Sage Advice #175 p. 77 (November 1991), Question: 13 🔗
In the original AD&D game, a magic-user had to know and use the read magic spell before he could read any spell written by another magic-user, whether it was in a scroll or book. Is this true in the new game? If so, do wizards and bards automatically get the read magic spell?
 In the core AD&D 2nd Edition game, the read magic spell is required to decipher magical scrolls but not spell books. While all wizards and bards have access to the read magic spell, nobody gets it automatically unless the DM says so. Note also that the DM is free to place restrictions on reading spell books. One campaign I know assumes that every wizard uses his or her own system for entering spells into books and requires read magic to read all spells in books, even ones the reader already knows. In such campaigns, prospective casters of wizard spells would be severely handicapped without access to the read magic spell, and ethical tutors would not allow their students to go into the world without knowing it. Of course, this still doesn't guarantee that every spell-caster will know read magic, as most fantasy worlds should have a large supply of unethical people and self-instructed students of the art.Attributes: 2E, Class, Spell

Sage Advice #175 p. 77-78 (November 1991), Question: 14 🔗
The shadow monsters and demi-shadow monsters spells are listed under the illusion/phantasm school, but their descriptions say they draw matter from the plane of Shadow to create illusions of one or more monsters. Doesn't this make these spells conjuration/summonings or evocation/invocations? What happens if the caster isn't connected with the plane of Shadow at all? I suppose the spell might be partially successful even in this case if it were truly an illusion. Also, what is the difference between an illusion and a phantasm?
 The spells in question are illusion/phantasms because their primary function is to make their victims believe in something that doesn't really exist. The inclusion of a small amount of extraplanar material make these spells very potent illusions (it is because of this trace of "real" material that they can inflict damage even if successfully disbelieved), but it does not make them conjuration/summonings. A full-blown conjuration/summoning or evocation/invocation brings forth a "real" object or creature, not one whose existence is diminished by active disbelief. If local conditions make a connection between the caster and the plane of Shadow impossible, then casting either of these spells also is impossible; it's all or nothing.
 In game terms, there is very little difference between an illusion and a phantasm, which is why the two words usually are used together. Technically speaking, however, an phantasm exists only in the victim's mind (e.g., phantasmal killer), whereas an illusion is a sensory impression that any being might perceive if close enough. The various phantasmal force spells are true illusions, in spite of the name. The distinction usually is immaterial in campaign play and should be ignored in most cases.
Attributes: 2E, Spell

Sage Advice #175 p. 78 (November 1991), Question: 15 🔗
One of my character's party rivals is an invoker (invocation/evocation specialist). One of his favorite spells is wall of fog, which is quite effective in our campaign, and he causes a lot of trouble with it. Is this spell really an invocation/evocation spell, or is this a misprint?
 Like all the other "wall" spells, wall of fog is an evocation. It is so classed because it brings into being something that wasn't there before the spell was cast.
 A great deal of game logic and concern for game balance underlies the schools as they presently are constructed, and I don't recommend fiddling with them, especially if you are using specialist wizards. The team who revised the game carefully considered the number of spells in each school and the kinds of adventuring "niches" each specialist would tend to fill, which is why spells with similar effects tend to fall into the same school even if the mechanics behind them don't seem to match at first glance. I also suggest that trying to second guess the game's designers is not the best way to role-play dealing with a rival. Having your character slip a raw egg into the rival character's boot is much more likely to produce an entertaining result than trying to tinker with the rules. If there's one thing more annoying than a rules lawyer, it's a rules lawyer who wants to change the rules.
 For readers who are interested in how spells are grouped together in schools, check out page 81 of the PHB or pages 6-29 of The Complete Wizard's Handbook. Doing so will help you understand how and why the spells are supposed to work, and makes it easier to adjudicate sticky situations involving spell effects.
Attributes: 2E, Spell

Sage Advice #175 p. 78 (November 1991), Question: 16 🔗
Why aren't halfling warriors allowed to roll for exceptional strength?
 Game logic assumes that halflings are just too small to have truly exceptional strength scores. As "Sage Advice" has explained before, there are plethora of reasons why demihumans have their various limitations. Game balance requires them. Halflings are not known to be legendary warriors, so they pay for their many advantages (high dexterity, increased thief-skill percentages, infravision, and others) by being having a limited choice of professions, being limited in the level of experience they can achieve within some of those professions, and being limited to normal strength scores.Comment: Soft followup on Sage Advice #156Attributes: 2E, Class

Sage Advice #175 p. 78 (November 1991), Question: 17 🔗
How many attacks does a character get each round when employing the various forms of nonlethal, weaponless combat? In particular, does a character who is punching get two attacks, one for each fist? Can a character fight with two fists using the rules for attacking with two weapons?
 Generally, a character can make the same number of nonlethal attacks each round as he would be allowed to make in normal melee. I can't see any reason why a character couldn't get an extra punching attack each round by using the rules for attacking with two weapons (PHB, page 96), but remember to apply the appropriate penalties. A character has to use pretty much his whole body to wrestle or overbear, so you can't use the rules for attacking with two weapons to get an extra overbearing or wrestling attack each round. However, a high-level warrior who is allowed two attacks in a round could make two overbearing or wrestling attacks. In the case of overbearing, the warrior could knock down an opponent, then try to pin him. In the case of wrestling, the warrior could make two attempts to gain a hold, but if he gets a hold that can be maintained, damage from round to round accrues normally, not at a doubled rate.Attributes: 2E

Sage Advice #175 p. 78 (November 1991), Question: 18 🔗
How long will a simulacrum live after the spell-caster who created it dies? How long will it live after the original being from whom it was copied dies? Can a simulacrum use magical items, such a pale green ioun stone, to boost its experience levels? If the original used a hat of difference (Unearthed Arcana, page 100) to gain a new class, could his simulacrum also use the hat?
 Once created, a simulacrum is completely independent of the original and its creator, except that it must obey commands from its creator. Damage to the original or the original's premature death do not affect the simulacrum in the least. The simulacrum also ignores damage to the creator, and the only effect that the creator's death has is that the simulacrum no longer has someone that it must obey. Since a simulacrum is a fairly accurate replica of the original, its natural lifespan will be about as long as the original's; I suggest that it be exactly the same 40%-65% of the time. If not the same, the lifespan could be shorter or longer at the DM's option. Note that the simulacrum is created at the same "age" as the original.
 While a simulacrum cannot earn experience, I suggest that magical tomes and other powerful magical items that increase the user's level also work on a simulacrum. Since a simulacrum cannot earn experience, it cannot make use of a hat of difference, except to gain 1st-level abilities. If the original was using a hat of difference at the time the simulacrum was made, the simulacrum still cannot gain access to the originals extra experience levels, as these levels are contained in (or channeled through) the hat and are bestowed only on its owner. The simulacrum, no matter how accurate a replica, is not the original (the same holds true for clones).
Attributes: 2E, Spell

Sage Advice #175 p. 78 (November 1991), Question: 19 🔗
The DMG says how long it takes a wizard to copy a spell into a book (1-2 days per spell level; page 42) but not how long it takes to make the book in the first place.
 Unless the wizard has a nonweapon proficiency in bookbinding, which is not currently in the game, he can't make his own spell books. Given proper materials (paper or vellum for the pages and endpapers, leather for the covers, and assorted other materials for the binding), I suppose a bookbinder could assemble a volume the size of a spellbook in only a few hours, maybe less.Attributes: 2E

Sage Advice #175 p. 78 (November 1991), Question: 20 🔗
My books do not have casting times for two spells: moonbeam and Nchaser's glowing globe (from FORGOTTEN REALMS Adventures, page 49).
 The casting times are: moonbeam—7, Nchaser's glowing globe—3.Attributes: 2E, Spell

Sage Advice #175 p. 78 (November 1991), Question: 21 🔗
Three out of the four PHB's in our group list the area of effect of a wyvern watch spell as a 10'-radius sphere. The fourth book lists the sphere's radius as 5'. Why?
 The correct radius is 10'. Your fourth book probably is a first-printing volume. The official errata list for the second and later printings of the PHB is quite long, so you probably want to use the more recent books as your official campaign books—but keep your older book in good condition, as it might become a collectable.Attributes: 2E, Spell

Sage Advice #175 p. 78 (November 1991), Question: 22 🔗
Will an elven ranger from Krynn retain his unlimited level advancement if he goes to the Forgotten Realms?
 No. The world of Krynn has many unique features, and native characters who leave it lose the special benefits they gain from living there. However, a high-level demihuman character does not lose any levels when leaving Krynn; he just loses the ability to advance further.Attributes: 2E, Class

Sage Advice #176, December 1991

Join the sage as he takes a quick look at psionics in the AD&D® 2nd Edition game, considers some hard facts about illusions, and splits a few magical hairs.

Sage Advice #176 p. 93 (December 1991), Question: 1 🔗
Will an anti-magic shell stop psionic powers or attacks? Why?
 According to page 110 of The Complete Psionics Handbook, an anti-magic shell has no effect at all on psionics. The game logic behind this rule is that magic—which includes such special attacks such as breath and gaze weapons—and psionics are two different things. In terms of game balance, it is desirable to draw a firm line between magic use and psionics use. Psionics, the reasoning goes, is a type of power completely different from magic in all its various forms.
 However, my colleagues at TSR, Inc. have made it clear to me that all the rules in the various handbooks are optional. Considering that anti-magic shells can stop things like gaze attacks, sonic attacks, and breath weapons—all of which ignore magic resistance—I don't think you'd be stretching things too far if you assumed the field created by an anti-magic shell stopped all preternatural effects of nondivine, nonartifact origin. Both magic and psionics involve the transfer and manipulation of some kind of power, and an anti-magic shell can be assumed to prevent the passage of such power.
 Nevertheless, I suggest you tread carefully when mixing magic and psionics. Psionic powers are potent and must be adjudicated carefully even if you follow all the rules scrupulously. For example, if you blur the line between magic and psionics by introducing magical items that augment or bestow psionic powers, characters who accumulate a few of them can quickly become psionic juggernauts.
Attributes: 2E, Spell

Sage Advice #176 p. 93 (December 1991), Question: 2 🔗
A hasted spell-caster cannot cast two spells each round because haste cannot speed up magic, but can a hasted psionicist or possessor of a wild psionic talent use psionics twice each round? After all psionics aren't magic.
 Both magical and psionic power "flows" through and around characters at fixed rates. A hasted psionicist or wild talent wielder cannot use psionic powers any faster than can a character who is not hasted.Attributes: 2E, Spell

Sage Advice #176 p. 93 (December 1991), Question: 3 🔗
If the second-level wizard spell invisibility uses light to create an illusion that makes the user invisible ("Sage Advice," issue #168), does the spell work at night? How can the user see? Will infravision detect the user?
 The invisibility spell actually makes the user invisible—that is, impervious to visual detection. The effect is classed as an illusion because the viewer's perception of the spell-user is changed. The spell works in any light condition, though it's usually redundant in total darkness. The spell defeats most types of vision, including infravision, as the spell description plainly states (Player's Handbook, page 142). Exactly how the user is rendered invisible is left up to the DM. In any case, however, the spell-user can see normally, perhaps through "gaps" in whatever effect the spell uses to conceal the user, which might explain why the user can occasionally be detected by creatures with superior perception (see spell description).Attributes: 2E, Spell, Invisibility

Sage Advice #176 p. 93-94 (December 1991), Question: 4 🔗
Can creatures viewing a mirror image spell disbelieve the effect? If they can, it seems to me that it's a lousy spell; on the other hand, it's an illusion. Can an invisibility spell be disbelieved?
 Far too many players and DMs try to overextend certain character abilities and game rules. For example, take the fellow in issue #175 who wondered if druids were immune to all enchantment/charm spells. Not all illusion/phantasm spells can be disbelieved; mirror image and invisibility are just two examples.
 The rules for disbelieving illusions in the PHB, (pages 82-84 and 130) apply only to those illusion/phantasms in which the caster creates an image with details supplied from his own mind. Spells that have fixed effects, such as invisibility, mirror image, hypnotic pattern, phantasmal killer, et al. are not illusions in the sense of the term used in those rules. If you're feeling obstinate on this point, consider single-purpose illusion/phantasms (such as invisibility) to fall into the "automatic belief" category.
 There are many cases where illusion/phantasm spells don't use the standard disbelief rules. Phantasmal killer, for example, requires victims to use an intelligence check to disbelieve it. Whenever the rules give such rules for determining resistance to or detection of an illusion/phantasm, use them—not the disbelief rules. Finally, note that some illusion/phantasm spells have normal saving throws (fear, for example); victims need not make disbelieve attempts vs. any spell whose save is listed as "Neg." In such cases, the saving-throw rules apply, not the disbelief rules. Note also that several illusion/phantasms, such as mirror image have no save at all. Such spells work automatically—disbelief not withstanding—unless the victim is immune to them (perhaps because of a high Wisdom score or other ability).
Attributes: 2E, Spell, Invisibility

Sage Advice #176 p. 94 (December 1991), Question: 5 🔗
If a polymorph any object spell is used to transform a magical weapon into another kind of weapon—say, a long sword +3 into a katana—will the weapon lose its magical bonus?
 This is up to the DM, but I see no reason why something as simple as a general enchantment should be lost in this case. Abilities that might depend on the weapon's size and weight probably should be lost. The spell description (PHB, page 191) uses a vorpal sword, polymorphed into a dagger, as an example; since daggers are not really suited to chopping and severing, the sword loses its vorpal ability. On the other hand, a vorpal sword that has been polymorphed into a bardiche probably would keep its ability to sever necks. Very intelligent magical weapons changed into any form probably should lose some of their abilities when in polymorphed form even if these abilities have nothing to do with the weapon's size or configuration. Such weapons are the result of a long and intricate process, and even subtle changes in the weapon's form can disrupt the enchantment. DMs must decide what happens on a case-by-case basis, but the more abilities the weapons has, the more likely that even a small change in form will cause one or more of the abilities to become inactive; of course, large changes will disrupt even more of the weapon's powers.Attributes: 2E, Spell

Sage Advice #176 p. 94 (December 1991), Question: 6 🔗
If a wizard wants to create a wand of magic missiles with 80 charges, does he have to cast 80 magic missile spells into it? As it takes 2-8 hours to cast each spell level into the item, it would take 160-640 hours, or 20-80 days at just eight hours a day; if the item had to make a saving throw for each spell the process would take a lot longer. Is a saving throw required for each charge?
 In healthy campaigns, magical-item creation is a long and arduous process; if it were not so, player characters wouldn't have much reason to risk life and limb on adventures. However, a little common sense and a careful rereading of the rules should shorten the time to create the wand of magic missiles in your example. First, the item's creator must gather the proper materials. This could take days, weeks, or months of game time, depending on how rare the DM decides to make the materials and how intelligently the character goes about gathering them. Since the quest for materials helps move the campaign along, the actual time required here really is irrelevant.
 Once the character has gathered and prepared the materials (Dungeon Master's Guide, pages 87-88), he must cast enchant an item, which takes 1d8 + 2 days (at eight hours a day). Then the item makes a saving throw, and the initial spell is cast on it, which takes 2-8 hours per spell level. A permanency spell is then required to fix the enchantment and prepare the item to receive charges. Once this is done, I suggest you use the rules for recharging magical items (DMG, pages 88-89). Each charge requires a separate spell with the normal casting time. As suggested in issue #172, the item needn't make a saving throw each time a charge is added, but the item does need to make a saving throw when "recharging" starts, and the creator is still limited to eight hours of work a day (or a full "load" of spells dumped into the item, whichever is less). During the whole time, the caster must stringently follow the requirements of the enchant an item spell (PHB, page 176).
Attributes: 2E, Spell

Sage Advice #177, January 1992

Join the sage this month as he tours the planet Athas, the world of the new DARK SUN® campaign setting. The Rules Book and Wanderer's Journal are found within the DARK SUN boxed set. A second DARK SUN "Sage Advice" column will appear next month.

Sage Advice #177 p. 52 (January 1992), Question: 1 🔗
Are DARK SUN specialist mages restricted to being illusionists-only, or are the Rules Rook sections on illusionists intended only as examples?
 The text on page 26 of the Rules Book, under the "Defiler" heading, and similar text on page 28, under the "Preserver" heading, make it clear that Athasian mages are free to specialize in any school they wish. Illusionists receive their own subheadings because that's the way they're treated in the Player's Handbook (which uses them as a general example for all specialist mages).Attributes: 2E, Class

Sage Advice #177 p. 52 (January 1992), Question: 2 🔗
The Rules Book (page 59) says that the dragon of Tyr's defiler magic harms animal life. Does this also extend to monsters and characters? If so, how does this work, and how does the dragon "store" magical energy?
 The dragon's defiler magic is baneful to all life. Exactly how this power might affect characters will be revealed in the Dragon Kings hardbound, to be released this spring. An appearance by the dragon is a major disaster on Athas, and no DM should be tempted to use the dragon lightly. Here are some unofficial suggestions until official rules arrive:
 Use the Defiler Magical Destruction Table in the Rules Book, page 60. All plants and plantlike creatures in the area of effect perish, getting no saving throw. All other creatures having less than 4+2 HD or an intelligence of 4 or less also perish. For example, a mekillot has 11 HD but only animal intelligence (1), so it automatically dies. Creatures with at least 4+2 HD and an intelligence of 5 or better save vs. breath weapon or perish as well. Even if the save succeeds, the affected creatures still suffers an initiative penalty (Rules Book, page 61, "Effects on Living Creatures"). If there are no plants in the area and all the animals save, the dragon gains no spell energy but can use stored energy instead.
 Details on how the dragon of Tyr stores energy will be revealed in the Dragon Kings hardbound.
Attributes: 2E

Sage Advice #177 p. 52 (January 1992), Question: 3 🔗
To which spheres do clerics and druids receive access?
 Clerics receive major access to their elemental sphere of worship and minor access to the Sphere of the Cosmos (as stated on pages 29 and 59 of the Rules Book). Many additional priest spells will be presented in the Dragon Kings hardbound, along with rules for incorporating all Tome of Magic spells into the DARK SUN spheres. For now, I suggest you allow a priest major access to his elemental sphere, plus major access to the Sphere of the Cosmos; if you don't, no priest will ever get to cast a curative spell better than cure light wounds (as one reader pointed out), and priests of earth will get no fourth-level spells at all (as another reader pointed out). However, if incorporating all the spells from Dragon Kings and Tome of Magic, only allow clerics to have minor access to the Sphere of the Cosmos.
 Page 59 of the Rules Book is in error regarding druids. Druids receive major access to the Sphere of the Cosmos. A druid should receive major access to one elemental sphere, plus major access to the Sphere of the Cosmos, and perhaps minor access to a second elemental sphere also associated with his guarded lands; this gives druids a level of power that matches their reputation in the Wanderer's Journal.
 Templars have, according the rules, major access to all spheres. Templars are the only priestly spell-casters who have a connection to anything than even remotely resembles a deity, and their spell selection should be accordingly great.
Attributes: 2E, Class

Sage Advice #177 p. 52 (January 1992), Question: 4 🔗
Do templars gain bonus spells for high wisdom scores, or is this at the whim of the sorcerer-king? What kinds of weapons can templars use?
 Templars gain bonus spells for high wisdom scores, just as any priestly spellcaster does. The sorcerer-king, however, always has the option to deny some or all spells to a templar who has offended him.
 Templars as a character class have no weapon restrictions (Rules Book, pages 33-34). However, a sorcerer-king might decree restrictions of his own, and these might change from time to time.
Attributes: 2E, Class

Sage Advice #177 p. 52 (January 1992), Question: 5 🔗
Does a sorcerer-king know his templars' thoughts when granting them spells? In other words, can a templar be an undiscovered traitor and still receive spells?
 The exact extent of the sorcerer-kings' power over their templars is unrevealed, but I don't find anything in the rules that implies that they know what's on all their templars' minds all the time, or that the act of granting spells allows the sorcerer-king to know all a templar's thoughts. Since all sorcerer-kings are accomplished psionicists, however, they would carefully examine the thoughts of at least their higher-level templars; this makes it unlikely that "moles" exist in any city's templar hierarchy. Likewise, a city-state's totalitarian government, the general populace's hatred and distrust of the templars, the sorcerer-king's shrewdness, and the obvious rewards available to any templar who embarrasses a superior or crushes a misbehaving subordinate make it pretty unlikely that any disloyal templar will survive for long. Finally, consider that all templars are either neutral or evil, and that the quickest way a templar can become wealthy and powerful is to remain loyal but corrupt. I don't think there would be undiscovered traitors in the templar ranks even if there could be.Attributes: 2E, Class

Sage Advice #177 p. 52 (January 1992), Question: 6 🔗
What is the maximum range over which a sorcerer-king can grant spells?
 A sorcerer-king can grant spells over an effectively unlimited range on the world of Athas.Attributes: 2E

Sage Advice #177 p. 52+54 (January 1992), Question: 7 🔗
Are characters with wild psionic talents allowed to have attack and defense modes?
 Yes, but very rarely, First, understand that each attack and defense mode is a psionic power all by itself, and it functions in the game just like any other psionic power, Characters with wild talents roll once each on Table 12 in The Complete Psionics Handbook (pages 20-21) to determine their powers. Since all the attack and defense modes are telepathic sciences or devotions that are not listed on Table 12, the character can get them only if he rolls a 90 and gets to pick any two devotions, or rolls 91-00 and gets to roll on Table 13 (if he's very lucky and rolls a 00, he can pick a devotion and roll on Table 13). Since attack and defense modes also are not included on Table 13, the character can get them only if he continues to be lucky and rolls one of the "choose any" results on Table 13. Barring such good die rolls or some type of DM intervention, characters with wild talents don't get attack and defense modes.Attributes: 2E

Sage Advice #177 p. 54 (January 1992), Question: 8 🔗
Can a sleep or hold person spell affect a thri-kreen? A half-giant? A mul? Since half-giants get to double their hit dice, are their hit dice doubled with respect to spell effects governed by hit dice, such as sleep, cloudkill, etc.?
 A sleep spell can affect any creature that falls within the spell's hit-die limits, unless the creature's description specifically makes it immune. Athasian thri-kreen don't sleep, but they are not immune to any sort of magically or psionically induced sleep. As the Rules Book clearly states, all character races except thri-kreen are subject to the hold person spell (see spell description, page 95). Half-giants receive double hit points from their hit dice, not double hit dice; a third-level half-giant, for example, easily could have 60 hp or more but still is subject to sleep spells.Attributes: 2E, Spell

Sage Advice #177 p. 54 (January 1992), Question: 9 🔗
Are Athasian halflings really limited to a 16 strength? Since characters must meet their ability requirements before applying racial adjustments, this appears to be the case.
 You have read the rules correctly. A character must refer to the Racial Ability Requirements table (actually Table 1; Rules Book, page 3) before applying the modifiers from Table 2 (also on page 3). Athasian halflings, however, probably should be at least as strong as halflings on other worlds, and maybe stronger. It's not unreasonable to give Athasian halflings a final strength limit of 18; however, Athasian halflings with 18 strength still do not roll for extraordinary strength, as their small bodies just don't carry enough muscle.Attributes: 2E

Sage Advice #177 p. 54 (January 1992), Question: 10 🔗
Since many nonwarrior characters on Athas can have strength scores of 19 or higher, how do you treat the extraordinary strength roll for an 18 strength on Athas?
 Strictly speaking, you treat extraordinary strength exactly the way you do on any other world. That is, warriors with strengths of 18 roll on the extraordinary-strength portion of Table 1 in the PHB (page 14), and other characters don't. While a nonwarrior on Athas might be blessed with a great strength score, he doesn't have the training or discipline that allows a warrior to develop a strength score of 18 into something outstanding.
 I know of one non-Athasian campaign that dispenses with extraordinary strength altogether. Under this house rule, a warrior with a 13 strength gets the benefits of an 18 strength, a warrior with a 14 strength gets the benefits of an 18/01 strength, and so on up to strength 18. The DM I met who used this rule claimed it made having that elusive 18 strength score less vital to the warrior. Nonwarriors, who have less physical training, used the regular strength table. Even if you adopt this rule, however, you'll still have a situation where a nonwarrior with a 19 or better strength score has vastly better combat modifiers than characters—even warriors—who have strength scores of 18 or less.
Attributes: 2E

Sage Advice #177 p. 54 (January 1992), Question: 11 🔗
Can thri-kreen use sign language, or do their nonhuman hands make this impossible? Why can't thri-kreen be thieves or templars? If they can, what are their level limits and thief skill adjustments?
 A thri-kreen's hands and arms can certainly perform sign language of some kind. Since the Athasian sign language is the closest thing to a planet-wide tongue that Athas has, it's probably safe to assume that sign language takes into account and adjusts for differences between human and thri-kreen hands. (Even with all the differences described in the rules, there would literally be millions of gestures that both thri-kreen and human hands could preform.) The DM, however, might decide that the thri-kreen have their own version of sign language or that the physical differences in hands cause an ability-check penalty when humans or demi-humans use sign language to communicate with thri-kreen.
 I'll spare my regular readers the standard sermon about racial-class and level restrictions and why they are necessary for game balance, and I'll plunge directly into a discussion about why thri-kreen don't become thieves or templars:
 Thri-kreen are born hunters and warriors. Those thri-kreen who have a talent or liking for stealth and concealment become rangers, not thieves. Skulking about and playing with locks, traps, poisons, and other nefarious devices just doesn't suit this race. Thri-kreen also are hive creatures who are very dedicated and loyal to their group, even if there are non-thri-kreen in it and even if the individual thri-kreen in question is evil. The deceit, corruption, disdain for underlings, and disrespect for superiors displayed by the templars is completely alien to the thri-kreen.
Attributes: 2E

Sage Advice #178, February 1992

Join the sage for the second in his two-part travelogue on Athas, the world of the new DARK SUN™ campaign setting. The Rules Book and the Wanderer's Journal are found in the DARK SUN boxed set.

Sage Advice #178 p. 92 (February 1992), Question: 1 🔗
The Ranger's Followers table in the Rules Book, pages 25-26, does not give levels or races for followers with character classes. What are they?
 I suggest rolling 1d3+1 for level. The DM should pick races according to Table 3 (Rules Book, page 4). For random generation, I suggest: Preservers must be human, elf, or half-elf (roll 1d3). Thieves should be human, dwarf, elf, or half-elf (roll 1d4). Druids should be human, half-elf or thri-kreen; roll 1d3. Independent muls are exslaves and not inclined to become followers. Halflings are distrustful and generally not trusted; they make suitable followers only for other halflings. Likewise, it seems to me that nobody but a halfling or an adventurous human would follow a halfling.Attributes: 2E, Class

Sage Advice #178 p. 92 (February 1992), Question: 2 🔗
Are the character kits from the various Complete Handbooks available to characters on Athas?
 The material in the Handbooks is all optional and available in any campaign where the DM thinks it will be useful. Not all the character kits, optional rules, and new equipment will fit into DARK SUN campaigns, but some surely will. The DM, however, has final say.Attributes: 2E

Sage Advice #178 p. 92 (February 1992), Question: 3 🔗
Does the water-find proficiency work in any terrain? If not, what is the difference between it and the survival proficiency? Can a character use both proficiencies in the same area?
 The water-find proficiency works in any terrain, but yields only water. Survival works in only one type of terrain, but it yields both food and water. If a character with both of these proficiencies tries one and fails, the DM probably should allow the character to try the other one; failing the check doesn't necessarily mean there is no food or water to be found in the area, just that the character can't find it; using a different approach often is the best way to solve a difficult problem. However, if the character succeeds with one proficiency the DM would be quite right to rule that the second fails or has a hefty penalty; there's only so much food and water in the wilderness.Attributes: 2E

Sage Advice #178 p. 92 (February 1992), Question: 4 🔗
Do a half-giant's weapons do an extra die of damage like a giant's weapons do? Half-giant equipment costs twice as much as a human's; does a half-giant's food and water cost twice as much as a human's?
 Some of the giants described in the Monstrous Compendium gain an extra damage die, sometimes two extra dice, for their oversize weapons. Athasian half-giants don't have this ability.
 An Athasian half-giant needs the same sort of food and water as any human, but he has to buy twice as much as a human or demi-human does.
Attributes: 2E

Sage Advice #178 p. 92 (February 1992), Question: 5 🔗
Considering a thri-kreen's four claw attacks, can a thri-kreen use four melee weapons, one in each hand, or two two-handed weapons? Can they use four-handed weapons? What are the game statistics for four-handed versions of common weapons?
 An armed thri-kreen can use at most one two-handed weapon, or two one-handed weapons, just as a human or demi-human can. Just because a thri-kreen can attack with four claws does not mean it can coordinate four weapons at once. Before somebody writes and asks: No, this does not mean thri-kreen cannot hurl more than two missiles each round; they get the full rate of fire listed in the rules for darts and similar hand-hurled missiles (but they can't use their extra hands to get a rate of fire better than that listed in the rules). Statistics on four-handed weapons are up to the DM; however, I suggest that limits on thri-kreen strength and coordination make such weapons no more effective than two-handed weapons. Note also that thri-kreen can bite while wielding weapons, but they cannot claw while doing so. I suppose a kind DM might allow a thri-kreen to use a claw as a secondary weapon under the "Attacking with Two Weapons" rule in the PHB, page 96.Attributes: 2E

Sage Advice #178 p. 92 (February 1992), Question: 6 🔗
What advancement table do gladiators use?
 They use the paladin/ranger table.Attributes: 2E, Class

Sage Advice #178 p. 92 (February 1992), Question: 7 🔗
Can bards backstab?
 No. Bards don't have time for the anatomical studies that allow thieves to use their backstab ability.Attributes: 2E, Class

Sage Advice #178 p. 92 (February 1992), Question: 8 🔗
Do the inactive characters on a character tree get an extra die of ceramic pieces when they advance a level?
 This is up to the DM, but giving high-level characters a little extra cash is a darn good idea unless you want a lot of experienced but poor adventurers coming into the campaign at critical points in the story line. Generous but fiscally conservative DMs might want to add an extra +1 to the roll, rather than a full die for each extra level gained.Attributes: 2E

Sage Advice #178 p. 92 (February 1992), Question: 9 🔗
Wood, obsidian, and bone weapons have a percentage chance of breaking. Are enchanted weapons made from these less likely to break, or are they immune to the breakage rule?
 Are we reading the same set of rules here? The "breaking weapons" section in the Rules Book (page 51) doesn't use percentages at all. Considering how unlikely breakage is—a 1-in-20 chance when a hit does maximum damage—I can't see any clean, workable way to give enchanted weapons a bonus. The DM might decide to make enchanted weapons immune to breakage, or he might give an enchanted weapon a chance to resist breakage by making a save vs. crushing blow (Dungeon Master's Guide, page 38-39) instead of breaking automatically when the dreaded roll of 1 comes up.Attributes: 2E

Sage Advice #178 p. 92-93 (February 1992), Question: 10 🔗
How much damage does a person caught in a sandstorm take? How long will it take a person buried by sand or dust to suffocate?
 Only extraordinary sandstorms actually cause damage. The worst effects of blowing sand are reduced visibility (Rules Book, page 84) and the fact that sand tends to get into everything, like clothing, armor, equipment, and provisions. Athas, however, probably has more than its share of extraordinary sandstorms. The DM will have to handle these on a case-by-case basis. I suggest that characters escape damage altogether if they have shelter of any sort (a tent or the lee side of any barrier such as a boulder, hill, or stand of cactus). Characters exposed to the full force of the wind might suffer 1-2 six-sided dice of damage per hour, turn, or minute, depending on how ferocious the storm is. Blowing dust might force characters to save vs. poison or suffer minor damage if they don't breathe through a cloth or filter.
 According to the Wanderer's Journal, a character buried in the dust of the Sea of Silt can stay alive for about four minutes (see page 40, "Wading"). To determine survival time more accurately, use the rules on "Holding Your Breath" in the PHB, page 122.
Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 11 🔗
Since the "normal" animals on Athas would be considered pretty nasty monsters on most other worlds, how useful on Athas are speak with animals and the various spells that can affect or summon animals? Will they also work on most "monsters"?
 In the strictest terms, a speak with animals spell won't work on many of the most common Athasian "animals," as these really are fantastic creatures. Nevertheless, Athas does have small lizards, snakes, mammals, and birds that are true animals. Athas also has great cats, bats, and an assortment of other mundane animals—enough normal fauna to make the various animal-affecting spells worthwhile. Speak with animals also works on commonly domesticated creatures of Athas, such as mekillots, inix, kanks, and erdlus.Attributes: 2E, Spell

Sage Advice #178 p. 93 (February 1992), Question: 12 🔗
Why are there so few creatures included in the DARK SUN world? The list in the rules, even when augmented by a Monstrous Compendium many times larger than the volumes TSR has been putting out recently, is pretty small for players and DMs accustomed to the hundreds of creatures available in the regular AD&D game. Is such a volume coming out?
 Athas has very few species because it's a site of a worldwide ecological disaster. A dying ecology means lots of extinctions and very few surviving species.
 There is a DARK SUN Monstrous Compendium in the works. Look for it in February 1992; it will be 96 pages long.
Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 13 🔗
Why are the psionically powerful mind flayers absent from Athas? What about beholders?
 I can't think of one good reason why any sane mind flayer would remain on the surface of Athas when it could escape by plane shifting or travelling astrally. The scorching heat alone would be enough to discourage a mind flayer, not to mention that fact that almost everything that moves has psionics, something that tends to render the mind flayer's psionic abilities indifferent. As for beholders, I can think of at least three reasons why they aren't listed in the rules: 1) They're all dead, because Athas is a tough place; 2) They never were there in the first place; not every world boasts all the species described in the Monstrous Compendium; 3) They are around, all right, but are very rare and still lurking deep underground, waiting for a few unlucky Athasians to show up for dinner. (Maybe the mind flayers are lurking down there with them.)Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 14 🔗
How does Athas fit into the SPELLJAMMER universe?
 The official TSR position is that Athas lies within a closed crystal sphere; it cannot be reached by spelljammers.Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 15 🔗
Does Athas have the equivalent of Oerth's or Toril's Underdark?
 This is unrevealed but unlikely. There are dungeons and subterranean ruins on Athas, but the vast majority of the action takes place on the surface.Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 16 🔗
How much do thieves' picks and tools cost on Athas?
 Good thieves' tools are primarily metallic and sell for the listed price on Athas (30 gp). Less-durable tools cobbled together from cactus spines, bone, and other materials sell for 3 sp; however, these probably need frequent replacement. Hard-minded DMs might apply the breakage rule on page 51 of the Rules Book whenever a rogue fails to pick a lock or remove a trap using cheap tools.Attributes: 2E

Sage Advice #178 p. 93 (February 1992), Question: 17 🔗
How many attacks can a character wearing wrist razors deliver each round? Can a thief wearing wrist razors on each arm attempt two backstabbing attacks in one round?
 The normal melee rules apply to wrist razors. A character wearing one set gets his normal allotment of melee attacks. A character wearing two sets gets his normal attacks, plus one extra attack for the second set (see "Attacking with Two Weapons," PHB, page 96). A thief wearing two sets of wrist razors can attempt a backstab only with his first attack.Attributes: 2E, Class

Sage Advice #178 p. 93 (February 1992), Question: 18 🔗
Is there a reason why the old DMG table for naturally detecting invisibility (page 60) was omitted from the AD&D 2nd Edition rules?
 You'll find a streamlined set of rules covering this situation in the description for the invisibility spell in the new PHB, page 142.Attributes: 1E, 2E, Invisibility

Sage Advice #179, March 1992

The sage joins our exploration of magical treasures this month with a look at some magical spells and items from the AD&D® game. Page references refer to the AD&D 2nd Edition game's volumes.

Sage Advice #179 p. 95 (March 1992), Question: 1 🔗
Why can't druids in the AD&D 2nd Edition game cast the fourth-level spell call woodland beings and the fifth-level spell commune with nature as they could in the AD&D 1st Edition game?
 They can't because these spells accidentally were assigned to only one sphere each. At least as far as druids are concerned, call woodland beings should be included in the Animal sphere and commune with nature should be included in the Elemental sphere. TSR's Steve Winter pointed out this bit of official errata way back in POLYHEDRON™ Newszine #49 (September 1989), but various mishaps and oversights have kept it from appearing elsewhere until now.Comment: Commune with nature is included in the Elemental sphere in the Revised (black) Player's Handbook. Call woodland beings is included in the Animal sphere by using the optional sphere extension from The Complete Druid's Handbook.Attributes: 2E, Spell, Class

Sage Advice #179 p. 95 (March 1992), Question: 2 🔗
Does a saving throw or magic resistance apply to a warp marble's various effects? Can a creature trapped in the marble be freed by a dispel magic spell?
 According to the item description (see Tome of Magic, page 148) a saving throw applies only when the marble is set as a trap using the third command word and hurled at a creature. If the marble hits, the victim gets a save. If the item is set as a trap with the third command word, any creature touching it is trapped, with no saving throw. Likewise, the creature closest to the marble is automatically trapped when the first command word is spoken. The DM easily can prevent abuse of this ability by making the command word effective only at a very short range (I suggest 10'-20') and by introducing opponents who are inclined to crush untended marbles or hurl or kick them toward the owner or his party-in the latter case, the marble might trap the owner or one of his allies if the initiative roll turns out well. Likewise, I suggest that warp marbles develop a bad habit of bouncing around unpredictably when thrown, thus encouraging owners to use the third command word when handling them (since a bad bounce might inadvertantly trap a character employing the first command word). Note also that warp marbles can be safely manipulated with spears, other long implements, unseen servants, and gusts of wind, and in numerous other ways.
 I suggest you treat the effects of a warp marble as an individually targeted effect subject to magic resistance (see the Player's Handbook, page 102, or the Dungeon Master's Guide, page 67).
 Since the extradimensional space created by a warp marble is fragile enough to be disturbed by teleportation and similar effects, I suggest that dispel magic can free a creature trapped inside, or expel a creature trapped voluntarily, if the spell succeeds (see the next question).
Attributes: 2E, Spell, Dispel Magic

Sage Advice #179 p. 95 (March 1992), Question: 3 🔗
How do you decide if a magical item resists a dispel magic spell? A rod of cancellation? A Mordenkainen's disjunction spell? What modifiers apply?
 According to the spell description (see the PHB, pages 148 and 210), a dispel magic spell cast directly against an item automatically causes the item to cease functioning for 1d4 rounds unless the item is in a creature's possession; in that case, the creature is allowed a normal saving throw vs. spells to determine if the item ceases to work. I suggest you apply magical and racial bonuses to the save, but not dexterity bonuses. Most DMs define "possession" as holding, carrying, or using the item. For example, a mage riding a carpet of flying has possession of the carpet, but the same mage does not have possession if he rolls up the carpet and puts it on a table while studying spells. Note that dispel magic has no effect on a permanent magical item at all unless it is actually targeted on the item, and artifacts are always immune; however, spell-like effects produced by any item can be dispelled just as spells can be.
 A rod of cancellation requires a successful melee to-hit roll before it can drain an item. If the rod's wielder scores a hit, use the table on page 152 of the DMG to determine if the item saves. Generally, no modifiers apply to this save except in extraordinary circumstances that the DM must adjudicate on a case-by-case basis. For example, a stone of good luck might affect the save, since losing a magical item is bad luck indeed (or perhaps good luck, if the item is cursed). Situational modifiers that affect the attacker, such as bad footing or reduced visibility, reduce the to-hit roll and do not improve the defender's chances. Likewise, circumstances that hinder the defender increase the to-hit roll and do not make the item more vulnerable once a hit is scored.
Mordenkainen's disjunction automatically disenchants all magical items within 30' unless they are in a creature's possession. In that case, the creature makes one save vs. spells; if the save fails, all the creature's magical items are disjoined.
Attributes: 2E, Spell, Dispel Magic

Sage Advice #179 p. 95 (March 1992), Question: 4 🔗
What is the effect on a spelljamming ship's ship's rating (SR) if the spelljammer is a wizard wearing a ring of wizardry?
 Generally, there is no effect at all, as a ship's SR depends on the type of helm it has and the spelljammer's level. A ring of wizardry does not actually boost the character's level. However, I don't see anything wrong with assuming that any spells cast prior to spelljamming are taken from the bonus spells provided by the ring first; this might allow the character to remain "fresh" and be entitled to his full SR even after casting some spells. Note that if the character casts a spell of a spell level not enhanced by the ring, he cannot claim this benefit.Attributes: 2E

Sage Advice #179 p. 95 (March 1992), Question: 5 🔗
The section on bards in the revised PHB does not mention any limits on magical items. What kinds of magic can they use?
 Bards are rogues, and since their subsection does not specifically mention magical-item restrictions, they use exactly the same types of items other rogues can. Many DMs, however, regard bards as true dilettantes and allow them to use any type of magic. I do not recommend this approach unless your campaign is particularly magic-poor, as a bard who can duplicate too many different class abilities through his magical items can quickly upset the play balance and become tedious to boot.Attributes: 2E

Sage Advice #179 p. 95-96 (March 1992), Question: 6 🔗
In a campaign world set in a period resembling the Renaissance, could magical scrolls be produced in a printing press given the proper inks and other materials?
 No; at least not unless the printing press is actually a magical artifact (see the DMG, pages 89-93). Only fresh writing implements can be used to create scrolls; once a quill or printing plate is used to create a scroll, the residual magical energies remaining on it will spoil all future attempts (see the DMG, page 86). Furthermore, inscribing a spell onto a scroll requires the creator to know the spell (if he's a wizard, that means having it in his spell books) and to expend the appropriate material component and suffer any normal penalties (such as unnatural aging) associated with the spell. While this latter requirement is not mentioned on page 86, it is implied on page 145 (see "Casting Scroll Effects"); it also is necessary for game balance, as PCs otherwise would avoid paying for expensive material components and avoid nasty side effects by writing scrolls instead of casting spells directly.Attributes: 2E, Scroll

Sage Advice #179 p. 96 (March 1992), Question: 7 🔗
Is it possible to rescue the victim of a bag of devouring by turning the bag inside out?
 No. A bag of devouring is an extradimensional monster's "mouth." Turning the bag inside out closes the portal to the mouth but does not make the monster spit out the victim. Generally speaking, characters snagged by a bag of devouring are beyond help, short of wishes or heroics inspired enough to really impress the DM.Attributes: 2E

Sage Advice #179 p. 96 (March 1992), Question: 8 🔗
Is it possible to use a wand of conjuration to summon seventh-through ninth-level monsters if the wielder is high-enough level and expends the appropriate number of charges?
 A wand of conjuration can release only six charges at once, and therefore is limited to summoning a sixth-level monster or several lesser creatures (see DMG, page 156). Of course, the DM can create nonstandard wands of conjuration that can summon more powerful creatures, but such devices would more properly be classed as staves (for summoning eighth-level monsters), or rods (for ninth-level or more powerful monsters).Attributes: 2E

Sage Advice #179 p. 96 (March 1992), Question: 9 🔗
When, if ever, do you feel the full weight of the contents of a bag of holding? For example, could you overload a structure or vehicle just by opening a bag if it's fully loaded?
 A bag of holding is a permanent extradimensional space. Open or closed, items within the bag weigh less than they do outside the bag. An item "regains" its normal weight only when removed from the extradimensional space.Attributes: 2E

Sage Advice #179 p. 96 (March 1992), Question: 10 🔗
Will a cloak of displacement protect the wearer from a magic missile spell? Would the protection negate an entire volley of magic missiles or just the first such missile?
 A cloak of displacement causes first-time missile and melee attacks to miss. The only effect a cloak of displacement has on spell attacks is a +2 saving throw bonus. Magic missile, in spite of its name, is a spell effect with no save at all; consequentially, the cloak has no effect at all on magic missile attacks. I suppose, however, that as a house rule you could allow the cloak's wearer a saving throw of 18 or better to avoid the first magic missile in a volley. Whether the first magic missile hits, the rest of the volley automatically hits.Attributes: 2E, Spell

Sage Advice #179 p. 96 (March 1992), Question: 11 🔗
Is it possible for a dwarf who suffers a magical-item malfunction to get a partially useful or mildly detrimental effect from the item?
 As TSR's Andria Hayday recently pointed out to me during a discussion concerning the AD&D® Trivia Game, a "malfunction" does not have to be a total failure. Still, I think the spirit of this rule (see the PHB, page 21) is to subject dwarves to occasional complete but benign magical-item failures. I suggest that any partial failure still render the item completely ineffective; the AD&D Trivia Game uses a ring of invisibility that makes a dwarfs legs disappear as an example. Likewise, a dwarf who has a broom of flying fail should not be able to limp away a slow flying speed. On the other hand, malfunctions probably should not actually cause harm; a malfunctioning ring of invisibility shouldn't partially disintegrate a dwarf, and a broom of flying shouldn't eject a dwarf while in the air or beat him the way a broom of animated attack does. Note that most magical fighting gear and clerical items are not subject to such malfunctions.Attributes: 2E

Sage Advice #180, April 1992

What's the most unusual question the sage has ever been asked? It might be here in this month's column on the AD&D® game. Just in case any readers are wondering, I have reason to suspect the sincerity of only one of the following questions, and that's because I know the two guys who sent it in. The rest are as legitimate as any other question "Sage Advice" gets. First, two questions get "re-saged"; then we'll try to make some sense out of the prattle.

Sage Advice #180 p. 77 (April 1992), Question: 1 🔗
A few issues ago, you said only elven fighter/mages can wear elven chain mail without restriction. However, if you look under elven chain mail in the Dungeon Master's Guide (page 182), it says, "Its lightness and flexibility allow even magic users and thieves to use it with few restrictions... Elven fighter/mages use it without restriction." What are the few restrictions for mages?
 This is a misprint. The line should read: "Its lightness and flexibility allow even bards and thieves to use it with few restrictions." This official correction has already appeared in more recent printings of the DMG.
 In the core AD&D 2nd Edition rules, mages cannot wear armor unless they are elven fighter/mages. However, it seems to me that half-elven cleric/mages, fighter/mages, and fighter/mage/clerics also could function while wearing elven chain mail. Mage/thieves and fighter/mage/thieves could probably also wear elven chain mail since straight thieves can—but don't forget to apply the penalties to thieving abilities from Table 29, page 39, in the Player's Handbook.
Attributes: 2E, Class, Wizard in Elven chain mail, Wizard in metal armor

Sage Advice #180 p. 77 (April 1992), Question: 2 🔗
In "Sage Advice" in issue #156, you said a heavy catapult and a trebuchet were two different things. However, the SPELLJAMMER™ boxed set's Concordance of Arcane Space (page 40) says that a heavy catapult is a trebuchet. Also, if trebuchets can hurl rocks weighting 500 lbs., how can they be fitted onto spelljammers? If a trebuchet is a separate item, how much does it cost? How big would a ship have to be to have one? What are this weapon's other statistics?
 I didn't actually say that catapults and trebuchets were different in issue 156, but they are according to the histories I've read. Technically, a catapult is a torsion-powered siege engine. A catapult's torsion (twisting or springing) power was usually provided by either tightly wrapped skeins of horsehair or layers of green boards arranged like the leaf springs on an automobile's suspension.
 To get an idea of how a twisted-skein catapult worked, stretch a rubber band between your thumb and forefinger. Now take a capped ballpoint pen or unsharpened pencil and stick it between the two strands of rubber. If you flip the pen end over end a few times like an airplane propeller, you'll twist and tighten the rubber band; you'll have to slide the pen in and out a bit (because your hand will be in the way) to rotate the pen fully. When you've got the rubber band really tight (and aimed away from your face), let go. The rubber band will flip the pen over quite forcefully. The catapult's skeins were tightened by men on either side of the catapult who turned cranks connected to the skeins, tightening them up without moving the catapult arm, which was held back. Once the arm was released, the torsion in the twisted skeins flung the arm in an arc that was stopped by a crosspiece on the machine itself; the ammunition, which had been placed in a cup on the end of the arm, was then hurled away.
 The leaf-spring catapult worked just like a big crossbow. In fact, the only difference between this kind of siege engine and a ballista (which worked exactly like a big crossbow) was that a catapult had a long arm with a cup or pouch at one end for throwing stones in a high arc; in place of the arm, a ballista had a slide that hurled a rock or large bolt in a flat arc.
 A trebuchet, however, was powered by a counterweight. A long beam was placed on a pivot, with one end of the beam a lot closer to the pivot than the other. A heavy weight was hung at the beam's short end, and a pouch for holding rocks was hung on the other, then tied down; the whole weight of the short end was always far greater than the entire weight of the long end and its ammunition. When a loaded trebuchet was fired by releasing the long end, the weight snapped the long end upward, and the rock in the pouch was hurled away. If you've ever seen a troupe of acrobats working with a seesaw, you've got the idea.
 In historical terms, the SPELLJAMMER setting's light catapult probably is similar to the historical onager, a small twisted-skein torsion engine that hurled a rock that weighed about 10 lbs. The medium catapult probably is similar to a larger skeinor leaf-spring torsion engine that hurled a 25-lb. rock (in landsman's terms, this would be a heavy catapult; the SPELLJAMMER setting has adopted its own terminology). The spacefarers heavy catapult, or "trebuchet," would be a very large torsion engine hurling a 40- or 50-lb. rock; page 40 of the Concordance defines catapults as "large, stone-throwing devices operated by springs, cranks, or flywheels." I doubt that very large counterweight engines could be used on spelljammers at all, except on dwarven citadels and other massive bodies of 300 tons or more. If you want to introduce such weapons into your campaign, you're on your own.
 As a general rule of thumb, I suggest that doubling the weight of the missile should increase the hull damage to the next higher step. For example, a weapon hurling an 80-lb. rock would do 2d6 hull points. Each increment of increased damage should cost an extra 300-400 gp, reduce the THAC0 by one (20 maximum), take one extra crew, reduce the rate of fire by one, and increase the weapon's "count" by one. So, our "80-pounder" would cost 1,300-1,400 gp, require five or six crewmen, have a THAC0 of 19, have a rate of fire of 1/3 or 1/4, and would count as three large weapons installed. I suggest that you do not allow the critical-hit numbers and crew-damage ratings to increase beyond the heavy catapult's 18-20 and 3d10 values.
Attributes: 2E

Sage Advice #180 p. 77-78 (April 1992), Question: 3 🔗
I have a 6"-tall dual-classed fighter-monk. When he was a fighter, he was permanently hasted, then he was shrunk. To make up for his limited choice of weapons due to his size, I made him a monk. At 5th level, haste and slow spells don't affect monks. Since the character was hasted as a fighter, will the effect remain? If so, will boots of speed improve his movement rate, if he can find a pair that will fit?
 If you think a 6"-tall character can't do much damage with a fighter's traditional weapons, you're right—especially if he fights any foe larger than a cockroach. However, diminutive swords, battle axes, and the like still do more damage than tiny fists and feet. (I suppose a 6" monk wearing a girdle of giant strength might be able to do some interesting things with judo throws; a cartoon character called Atom Ant comes to mind.)
 Strictly speaking, the haste effect ends as soon as the character becomes a 5th-level monk; the discipline and control the monk imposes on his body forces it to return to its normal (non-hasted or non-slowed) state. Also, most campaigns disallow permanent haste effects, as they tend to unbalance play. Furthermore, this combination tends to burn out characters, as it magically ages the character in either edition of the AD&D game. In the original game, a haste recipient not only ages a year, but also must make a system shock roll or perish. In either edition of the game, I recommend that the permanently hasted character reroll for system shock periodically, like every day, week, or month; a character's body can take only so much abuse. Note also that the character should age at least twice the normal rate, and the DM would not be out of line to rule that the character actually ages an extra year every hour, week, or month.
 Generally speaking, similar magical effects are not cumulative in either edition of the AD&D game. A second haste spell will not affect a hasted character in either edition, nor can a hasted character benefit from a potion of speed. Likewise, boots of speed bestow a base movement rate (subject to encumbrance penalties) of 24. If the wearer already moves that fast or faster, he gets no benefit from the boots no matter where the superior movement rate comes from. As it happens, your 5th-level monk has a movement rate of 19, which the boots can boost to 24, no higher.
Comment: The line about similar magic not being cumulative in either edition is at odds with Sage Advice #154 that states that for 1E haste is cumulative with potion of speed.Attributes: 1E, 2E, Class, Spell

Sage Advice #180 p. 78-79 (April 1992), Question: 4 🔗
Can you shape change a tarrasque into a little bunny, then eat it for dinner? If a human was polymorphed into a bunny and some of the bunny's fur was taken, then the bunny was polymorphed back into a human, would the fur sample turn back into human hair or would it stay bunny fur? In other words, will a lightning bolt spell blow up in my wizard's face if he uses the bunny fur as a material component?
 First, in either edition of the AD&D game, the tarrasque is a unique creature. A DM can decide that a whole race of tarrasques populates the world, but there are more original ways to challenge player characters. Second, shape change works only on the caster/user, so no one can use it like a polymorph other spell; if shape change could be used on creatures other than the caster, it would give the recipient the ability to change its shape and all such changes would be under the recipient's control, not the caster's, I'm not sure what form a tarrasque would choose if it could shape change itself, but it wouldn't be likely to bring any joy to the spell-caster, whatever that shape happened to be.
 Of course, even a tarrasque might fall victim to a polymorph other or polymorph any object spell. In either edition of the AD&D game and in the D&D game, a polymorphed creature keeps its hit points, natural armor class, and possibly other purely physical abilities; in the tarrasque's case this includes regeneration and maybe even its limb-severing bite. So, your tarrasque/bunny still is one tough customer: A 300-hp bunny with AC -3, at least two attacks (bite and kick), and a legendary regeneration ability. Even if one managed to eat this creature, you'd still need a wish to keep it dead (see the tarrasque's description in the Monstrous Compendium, volume 2).
 Since polymorphed creatures assume their normal shape when killed, I suggest that any pieces cut from them change back, too. After all, being separated from the rest of the creature is a "death" of a sort. In the case of the tarrasque/bunny, the creature would change back when reduced to -30 hp, or perhaps any time after being reduced to below zero hit points if the DM so decides. This method clears up esoteric questions such as, "Can I use polymorphed human hair as a material component for a lightning bolt spell?" It also keeps player characters from using polymorph magic as a cheap shortcut when creating scrolls, potions, and other magical items.
Attributes: 1E, 2E, Spell, April Fools

Sage Advice #180 p. 79 (April 1992), Question: 5 🔗
Suppose an explosive dimensional mine is thrown into an extradimensional flatbox at the exact instant the disintegration chamber it inhabits is activated. The resulting confluence of dimensions destroys the contents of the flatbox and opens a rift to the Astral plane. Now, the real question is: Do the magically shrunk, mated pair of immortal astral dragons that were sleeping inside the flatbox instantly recover all their lost hit points (because they are immortal), and if so where do the dragons wind up after the explosion and rift formation?
 You're definitely misreading the descriptions of the magical items involved here (all three are from the Tome of Magic, pages 136-137). Dimensional mines are inert until placed inside extradimensional spaces. Even then, a dimensional mine does not explode; it ruptures the extradimensional space, and any matter inside the space is spewed into the Astral plane. The effect does not damage the contents of the space. Flatboxes don't inhibit magic at all, though by their very nature they cannot be illuminated. A disintegration chamber produces no spectacular effects when brought into an extradimensional space, and it cannot destroy anything that is not inside it (even then, nothing happens until somebody pushes the button).
 In the situation you describe, the flatbox could explode when the dimensional mine was tossed inside, as the flatbox is an extradimensional space that has a bad habit of exploding when it's disturbed. However, it does not have to explode; it could just be ruptured. The disintegration chamber would be utterly destroyed in such an explosion, and the dragons would survive and get sucked through the rift and tossed onto the Astral plane. Whether the dragons were inside the disintegration chamber when it was activated is irrelevant, as their immortality (see their description in the Monstrous Compendium, DRAGONLANCE® appendix) allows them to survive being simultaneously "destroyed" and disintegrated.
Attributes: 2E, April Fools

Sage Advice #180 p. 79-80 (April 1992), Question: 6 🔗
If a thief lost an arm just below the elbow, would he still be able to wear a magical bracer on the stump? Could he wear a bracer over a prosthesis? What effect would the loss have on the character's thief abilities? If he originally weighed 115 lbs., what would his new weight be?
 Bracers are made to be worn on the wrist or forearm. Individual DMs are free to decide if amputee characters can use bracers (and other items that must be worn) by wearing them on stumps or prostheses. Check out "Sage Advice" in issue #172 for a discussion of where various types of magical equipment are normally worn.
 The DM must decide whether the loss of a limb or appendage will affect thieving abilities at all. There's no reason to assume that the character cannot simply adapt and go on performing just as before. If the DM isn't feeling this generous, I suggest a penalty of 5-25 on all applicable percentile thieving abilities. For example, the one-handed thief mentioned above will suffer no penalties to his ability to hear noise, move silently, or hide in shadows, as he doesn't need to use his arms and hands to do these things. The character might suffer a penalty to pick pockets or find and remove traps. The DM could decide that this one-handed character has fewer options when picking pockets, and he could assess a -5 penalty to his percentile chance for success. The DM also might decide that rogues don't use their hands much when finding traps, but that two hands are helpful when removing traps, and so assigns no penalty to "find" and a -10 to "remove." Finally, the DM might decide to assign a -15 penalty to climb walls, since the character's remaining three appendages are going to be very busy when the character is climbing. If penalties are assessed, I strongly suggest that the DM give the character an opportunity to acquire some adaptive equipment and a chance to practice using it. The easiest way to simulate this is to use the "Training" optional rule (see the Dungeon Master's Guide, page 49).
 As to the loss of weight, the character should lose about 4% of his total weight (4.6 lbs., in this case) for losing roughly half an arm. "Sage Advice" discussed this calculation in issue #156 (see the "legless gnome" question).
Attributes: 2E

Sage Advice #180 p. 80 (April 1992), Question: 7 🔗
Exactly how many gnomes can an adult griffon carry without losing its speed or altitude, physical attacks or fearsome temperament?
 A typical gnome, without equipment, weighs about 82.5 lbs., but this figure can be as little as 73 lbs. or as much as 92 lbs. (Player's Handbook, page 24, Table 10). Carrying capacities for most flying creatures that can be used as mounts are conspicuous by their absence from the creatures' descriptions in the various Monstrous Compendium volumes. For the sake of game balance, I suggest that the most common flying mounts—pegasi, griffons, and hippogriffs—have the same carrying capacity. The Pegasus description in MC1 lists this as the same as a medium war horse: 220 lbs. at full speed, 330 lbs. at half speed, and 440 lbs. at one-third speed. As a general rule, a flying mount loses one maneuverability class when carrying a rider. I suggest that a winged mount loaded to the one-third movement class be unable to fly at all. Note that there is no reason a DM could not apply the movement rate and carrying capacity modifiers from the horse quality rules (DMG, pages 36-37) to flying mounts, too.
 As to the question of a loaded griffon's temperament: Griffons are infamous for their nasty dispositions, and carrying loads doesn't make them any happier. Except for reductions to its maneuverability and movement, a griffon carrying a load still can fight normally. However, I suspect a griffon would strongly resent carrying multiple riders or being overloaded. Such a beast probably will try to shed—or even eat—excess riders.
Attributes: 2E

Sage Advice #180 p. 80 (April 1992), Question: 8 🔗
Where can a wizard put a sphere of annihilation when he is not using it?
 You can "put" a sphere of annihilation anywhere you want when you are not using it, just by commanding it to stop. Of course, somebody else could set it in motion again by trying to control it, so it behooves the owner to park his sphere of annihilation in a safe place, like a locked vault. (For an example of a creative use of a sphere of annihilation stored in this way, see "The Living City" in POLYHEDRON™ Newszine issue #52.)
 Since the effect a sphere of annihilation will have on its surroundings can vary widely from campaign to campaign, it might be useful to discuss this item's properties in some detail. Simply put, a sphere of annihilation is a hole in the fabric of the multiverse. Like other holes, a sphere of annihilation is benign until something falls into it.
 However, the strictest possible interpretation of a sphere's powers (DMG, page 180) yields a pretty terrifying point. Since anything that contacts the sphere is instantly sucked into the void and utterly destroyed, a sphere of annihilation moving through the air might be accompanied by a continuous rumble of thunder as the air it encounters is annihilated and more air rushes in to fill the vacuum. Even at rest, a sphere of annihilation might eventually strip a planet of its atmosphere as it annihilates each and every gas molecule that touches it. A single such sphere could drain oceans and maybe even gobble up stars and planets; if one does not place a size limit on what the sphere can annihilate, it could suck in the whole earth instantly just by touching the ground. The only way to safely store a sphere under these conditions would be to seal it into an airtight vault, where it eventually would annihilate the air around it and create a perfect vacuum. Nevertheless, a more responsible approach would be to destroy the sphere with a rod of cancellation as quickly as possible.
 I think it's far more reasonable to assume that fluid matter, such as a body of water or an atmosphere, will tend to flow around the sphere rather than contacting it and being annihilated. Of course, air or water could be fanned or ladled into the sphere, where it would be annihilated. This effect is similar to what would happen if a portable hole was spread out on a sand beach. The hole displaces the sand without otherwise affecting it, and no sand falls into the hole unless it is pushed inside. I also suggest that a sphere of annihilation be unable to utterly destroy anything bigger than it is. If, for example, the character controlling the sphere plunges it into the earth or into a castle wall, the sphere bores a 2' hole instead of sucking the entire "object" into oblivion. Likewise, small, man-sized, and large creatures might survive touching a sphere unless they fall completely into it. (See the previous question on "amputee thief" for possible consequences of misadventures with spheres of annihilation.) Tiny creatures probably don't have enough strength or mass to resist being sucked into a sphere if they are unfortunate enough to touch it.
Attributes: 2E

Sage Advice #181, May 1992

This month, we continue our look at some of the more unusual-and controversial-questions that our sage has received.

Sage Advice #181 p. 99 (May 1992), Question: 1 🔗
The paragraph in the PHB that describes the Artistic Ability nonweapon proficiency (page 57) says that the artistic character is "naturally accomplished in various forms of the arts." The description goes on to say that if the character fails a proficiency check, he "has created something aesthetically unpleasing or just plain bad." Being something of an artist myself, I can tell you that beauty is in the eye of the beholder. I think characters viewing the work should be the ones to make the proficiency check to determine if they can perceive some value in it. After all, if the character has natural talent, he would not waste time working on something inferior. In the case of an architect or engineer, I can see checking to see if the creative character produced a work with flaws, but in the case of a painter, sculptor, poet, or musician, what is good or bad should be relative to the individual or group sampling the work.
 You're putting too much emphasis on the "naturally accomplished" phrase. The proficiency description's second sentence explains what being "natural accomplished" means: The character understands color, form, space, flow, tone, pitch, and rhythm. While these are the fundamental building blocks of artistic expression, not every character understands them to the same extent, and not every character can consistently translate this knowledge into a successful work of art. Everywhere, there are marginally talented authors and artists who believe they'd be famous if only the public could appreciate them, but that's putting the cart before the horse. When an artist botches the job and produces a piece of junk, it's the artist who has failed, not the viewer.
 I suppose a DM could assume that abstract art has made its appearance in the world. While it is true that only people who understand the "language" of such art can fully appreciate it, the artist still must successfully apply his knowledge to create a high-quality, aesthetically pleasing work. In this case, the viewer might indeed have to make an ability check to understand the work, but this does not free the artist from his obligation to do a good job in the first place.
Attributes: 2E

Sage Advice #181 p. 99-100 (May 1992), Question: 2 🔗
I am so disgusted with all the good represented in the AD&D game. Why is there no place in any of the various worlds for evil characters? Even the RAVENLOFT™ setting doesn't really allow for evil player characters. The staff at TSR really needs to realize that the Demiplane of Dread is not the kind of place where paladins and their moms bring PCs glasses of cold milk and plates of warm brownies! The AD&D game's melodramatic theme has made me sick one too many times. Can we look forward to a change soon?
 TSR's products assume the PCs will be the good guys, so you are mostly correct when you point out that there is no place in any of the published worlds for evil PCs. You're "almost" correct, because any AD&D game world needs evil nonplayer characters to provide threat and conflict for the PCs. Completely safe worlds are pretty boring, as you can't have heroic player characters without suitably nasty villains to oppose them.
 I also assure you that nobody at TSR, Inc. believes that paladins in the RAVENLOFT setting have time to serve cookies and brownies. They're far too busy trying to keep the various lords from obliterating the innocent and snatching unsuspecting travelers off their home planes.
 Your simplistic view of good people as superficial wimps is curiously similar to the attitude most 20th-century megalomaniacs have shown to the world. In the 1930s, the Fascists in Germany and Italy and the Militarists in Japan had exactly this view of the western democracies. By 1945, however, everybody understood just how tough those democracies really were.
 The struggle between good and evil is what drives the AD&D game. It is possible for the PCs to be the bad guys; however, TSR products assume the PCs will be good for several reasons. First, the game's basic structure requires PCs to work together as a group; each character class has inherent strengths and weaknesses that make them very well prepared to handle some situations but unprepared to handle other kinds of problems. The only way to overcome these gaps in capability is to work with other characters who have different sets of skills. The staff at TSR knows from experience that it is much easier-and a lot more fun-to put together an effective party of good and neutral characters than to try and hold together a group of evil characters.
 A party of good characters will share a commitment to a common moral or ethical precept. Evil characters, on the other hand, tend to be concerned with preserving themselves. This concept of self varies with the character's actual alignment. The self could be an entity free to do exactly what it wants regardless of the larger consequences (chaotic evil); it could be, an entity uniquely qualified to survive the rigors of existence (neutral evil); or it could be a part of a larger structure that defines all existence (lawful evil). Nonetheless, each character's primary motivation is essentially selfish.
 Consequently, the types of bonds that hold these groups together are vastly different. Good guys depend on friendship, trust, and altruism to keep themselves going. This helps keep campaigns going, too, since each players share in the group's successes. Since role-playing is a social activity, it helps when all the players and their characters are at least civil to each other. Evil groups stay together mainly through intimidation and deceit. This tends to destroy campaigns because players get tired of being fooled or bullied. Success, if there is any at all, belongs only to the player who comes out on top in each session.
 In the short term, both types of groups can get by; in the long term, good groups develop common goals and accomplish great things together. Evil groups stay focused on the short-term goal of survival and don't get anywhere. If you do manage to reach a point of equilibrium where a powerful evil PC can control the other PCs, you'll find that the other players quickly will lose interest—nobody likes to play the fool or the doormat for long. Also, players can keep their game feelings separated from their real feelings for only so long. Sooner or later, the hostilities that arise between evil characters are going to arise between the players, and good-bye campaign. The only way I know to avoid this when your PCs are evil is to structure your games like skirmish war games, not heroic quests. This is fine if skirmish war games are what you want to play. You certainly could play a long-term campaign in the RAVENLOFT setting where each evil PC controls his own domain. Again, this type game of will become a long-term political and military campaign, not a role-playing campaign.
 In a role-playing campaign, good guys tend to make a lot more interesting characters than bad guys. Bad guys don't struggle with the larger issues, and they remain unconcerned with the ethical implications of what they're doing. As a result, the player has less to think about and just plain less to do if he has an evil character. Bad guys don't last as long as good guys. When the party gets lost in the wilderness and food runs out, a good party pools its resources and tries to figure out how to feed everybody; a group of starving bad guys eventually begins stealing each other's food or even goes to work deciding how best to eat each other. The party infighting that arises among evil characters also increase the PC mortality rate. Not only will evil characters occasionally kill each other, but they often will allow their comrades to die unnecessarily. Such losses impair the group's ability to withstand further adversity. Of course, an evil character can disingenuously choose to use others to help him survive; however, this parasitic approach doesn't work in a role-playing campaign. If the character doesn't succumb to greed and turn predatory, the PCs he's taking advantage of eventually will notice what's really happening. In real life, people trapped in an evil person's orbit might not be able to break free, but players in a game always can just quit (and they often do).
 An AD&D campaign with good PCs doesn't have to be melodramatic. Characters, at least occasionally, should have to labor long and hard to conclude an adventure. Along the way, they can face a few thorny ethical problems and be forced to choose between unpleasant alternatives. If the action in your games is sappy, it's because there's not enough creative energy going into the storytelling, not because the PCs are good. Be very careful when considering evil PCs. Many DMs, especially younger ones, don't have a clear idea of what evil is and what being evil costs. Evil, by definition, is that which causes ruin, injury, or pain. The good and evil alignments in the AD&D game are not rival clubs or gangs. Good people stick together because they have a moral and ethical inclination to do so. Evil characters don't hang together. Unlike good characters, they don't have a common point of reference. They also don't have to observe proprieties or sacrifice their own desires for the sake of goodness. They pay for these privileges by losing the trust and confidence of their companions and the ability to trust others. To an evil being, everyone and everything is a potential enemy, even after a peaceable meeting.
 Since good characters tend to promote healthy, long-running campaigns, and evil characters tend to break up gaming groups, you can expect TSR's products to continue casting the good guys at center stage. If you decide to ignore all of the foregoing and try evil PCs, I wish you luck. At worst, you'll give up the game in disgust. At best, you'll learn a little bit about what makes the game tick. Either way, you'll get an education.
Attributes: 2E

Sage Advice #181 p. 100 (May 1992), Question: 3 🔗
The first sentence in the Concordance of Arcane Space in the SPELLJAMMER boxed set says, "Everything you know about space is wrong." Does this mean that characters can shout from ship to ship and still be heard if the ships' air envelopes aren't overlapping? Does this also mean that a ship moving at maximum speed in wildspace will stop immediately if the helmsman leaves the helm, inertia not withstanding?
 Obviously, not everything you know about space is wrong. Sound does not carry though the void, and inertia, of a sort, still applies to spelljammers. Generally, if a helmsman vacates his post or becomes disabled, the spelljammer's SR falls to zero. Such a ship cannot change direction or speed and will continue to move in a straight line until either it is brought under control or it encounters a gravity well. Check out the "Power Sources" section of the Concordance of Arcane Space (pages 33-39, especially page 35) and the sections in Chapter 4 on movement (especially pages 55 and 60) for details.Attributes: 2E

Sage Advice #181 p. 100 (May 1992), Question: 4 🔗
During an argument about the rules, one of my friends said she called TSR, Inc. and was told both that the rules shouldn't be followed if they impede play and that you never should listen to a rules lawyer. Is this true?
 I'm not surprised that one of my colleagues gave that kind of answer to your friend over the phone. Too many players and DMs spend their time and energy worrying about getting the rules "right" and not nearly enough time on telling an entertaining story, presenting and responding to intellectual challenges, and creating believable characters that players care about. People who call TSR to settle local rules disputes deserve what they get. Like everything else in a well-run campaign, the DM and players can hurt the game by applying the rules too loosely or too stringently. Campaigns that ignore the rules quickly spin out of control; player characters get too much power or can't get enough power. Either case makes adventuring a futile exercise. Likewise, the DM and players cannot make intelligent game decisions unless they have some idea of what the results of some particular action will be. The rules are there as a tool for channeling the action in a creative and entertaining direction. On the other hand, the rules are supposed to promote play, not restrict it; a role-playing game is supposed to be a heroic adventure, not an exercise in legal argument.
 Generally speaking, any rule is fine so long as it does not impede or disrupt play. When someone points out a different way of looking at the rules, the group ought to consider the following: Will doing things this way bring the game to a grinding halt? Does this new way of reading the rules grant a PC or monster a world-beating way to use a spell or bit of equipment? Is this particular choice of skills and equipment obviously superior to all other combinations of powers available in the game? Will this new rule place a PC or monster in the kind of ridiculous position that only a complete fool would get into? If the answer to any of these questions is "yes," consider another interpretation of the rules, at least until the current adventure is over.
Attributes: 2E

Sage Advice #182, June 1992

This month, our sage addresses more AD&D® DARK SUN™ campaign questions, then "re-sages" two past questions.

Sage Advice #182 p. 29 (June 1992), Question: 1 🔗
Were templars, gladiators, rangers, bards, and psionicists deliberately left off the multiclassed character table? If a multiclassed demihuman were a gladiator/ranger, would he add the extra weapon attacks he gets from his gladiator level and weapon specialization to the two attacks he gets each round as a ranger?
 Take a closer look at the rules and table on pages 38-39 of the DARK SUN Rules Book. Several psionicist combinations are listed there. If you check the notes immediately following the multiclassed table on page 39, you'll see that the templar, ranger, and bard can be substituted for the cleric, fighter, and thief, respectively, in most cases. Gladiators cannot be part of a multiclass combination. No fighter/fighter combinations exist; no combinations list a major class more than once, because no character in any AD&D game setting can use subclasses of the same class in a multi- or dual-classed combination.
 If you have a taste for really far-out variants, fine, but don't bring the problems they create to "Sage Advice." However, since you've gotten me started, note that rangers don't get two attacks a round. What rangers get is the ability to use a secondary weapon without penalty. A secondary weapon gives a character exactly one extra attack each round. Multiple attacks from level or specialization apply only to the primary weapon. Of course, a haste spell and similar magicks do grant double the normal number of attacks. In this case, the character gets two attacks with the secondary weapon and twice his normal allotment of attacks with the primary weapon.
Attributes: 2E, Class, Dual-class within group

Sage Advice #182 p. 29 (June 1992), Question: 2 🔗
Can templars cast quest spells? Can defilers and preservers opt to become wild mages? How are the new clerical spheres from the Tome of Magic used on Athas?
 Under the right circumstances, templars, druids, and elemental priests can get quest spells. The section on quest spells in the Tome of Magic (pages 10-13) gives guidelines for helping the DM decide what the right circumstances are.
 Both preservers and defilers can become wild mages.
 The newly released Dragon Kings hardbound book for the DARK SUN campaign contains complete information on integrating the Tome of Magic's new spheres into DARK SUN campaigns.
Attributes: 2E, Class

Sage Advice #182 p. 29 (June 1992), Question: 3 🔗
What do priests on Athas use for holy symbols?
 This is up to the DM. Templars probably use their badge of office or their sorcerer-king's seal. Elemental priests might use the Athasian symbol for their element; Tim Brown, one of the designers of the DARK SUN boxed set, points out that the rules for turning undead on Athas (Rules Book, page 70) seem to suggest that a small quantity of the priest's element might suffice as a holy symbol. Druids might use pieces of foliage, chunks of stone, or handfuls of dirt from their guarded lands.Attributes: 2E, Class

Sage Advice #182 p. 29 (June 1992), Question: 4 🔗
Can Athasian psionicists have wild talents?
 No. Nor can psionicists on any other AD&D game world. Psionicists enjoy the full range of their profession's psychic powers instead of having wild talents.Attributes: 2E, Class

Sage Advice #182 p. 29 (June 1992), Question: 5 🔗
Why can't thri-kreen wear magical rings and cloaks? Can they wear magical boots and gauntlets?
 Thri-kreen can wear rings, cloaks, boots, and gauntlets, but only if the items are made to fit thri-kreen; see the Rules Book, page 16. Items made for humans or demihumans just don't fit thri-kreen, as such items either are too small or are entirely the wrong shape.Attributes: 2E, Magic item size

Sage Advice #182 p. 29 (June 1992), Question: 6 🔗
The Racial Ability Requirements table (Rules Book, page 3) allows no scores lower than 5 or higher than 20. However, the Racial Ability Adjustments section (same page) says no adjusted score can be lower than 3 or higher than 24. Can racial adjustments alter the initial limits?
 The "limits" on Athas are a minimum of 3 and a maximum of 24. The Racial Ability Requirements table does not denote limits. A new character must have scores that fall within the listed range of the Racial Ability Requirements table before any racial adjustments are applied (Rules Book, page 3, last line under the heading "Minimum and Maximum Ability Scores" and note the word "before" in boldface type).Attributes: 2E

Sage Advice #182 p. 29 (June 1992), Question: 7 🔗
What are the per-round movement rates for the various Athasian races? The Rules Book only gives overland movement rates.
 The rates are as follows: human, 12; dwarf, 6; elf 12, half-elf, 12, half-giant 15, halfling, 6; mul, 12; thri-kreen, 18.Attributes: 2E

Sage Advice #182 p. 29 (June 1992), Question: 8 🔗
How far can a mul or thri-kreen move in a 20-hour marching day?
 These races get double movement points if they go the full 20 hours (for muls, 48 or 60 on a forced march; for thri-kreen, 72 or 90 on a forced march). Check out the overland movement rules in the Rules Book, pages 87-88, for details.Attributes: 2E

Sage Advice #182 p. 29 (June 1992), Question: 9 🔗
Do Athasian elves automatically receive the Running proficiency?
 No, but they can add their constitution scores to their daily overland movement rates. It is this ability, not a universal running proficiency, that accounts for their legendary overland speed. Note that this ability is generally safer and more reliable than the Running proficiency because it does not require a proficiency check or impose a combat penalty (Player's Handbook, page 63).Attributes: 2E

Sage Advice #182 p. 29 (June 1992), Question: 10 🔗
Do Athasian dwarves have infravision? I can't find a reference to it anywhere in the DARK SUN rules.
 I can't find it either. This was an oversight due to some lost text. Athasian elves do have infravision (Rules Book, page 6). I suggest giving 60' infravision to Athasian dwarves, half-elves, and halflings.Attributes: 2E

Sage Advice #182 p. 29-30 (June 1992), Question: 11 🔗
When you first build a character tree, are all the characters third level?
 Yes. At the start of play, all single-classed PCs are 3rd level and multiclassed PCs are 2nd level in the most "expensive" class. However, inactive characters added to a tree to replace slain characters always start at 1st level. Note that any inactive character on a tree can gain levels according to the rules on page 41 of the Rules Book. The point of having a character tree is to give the player a stable of replacement characters who are better than 1st level, not to take all the sting out of character death. Smart players will manage their character trees so their inactive characters reach 3rd level as quickly as possible.Attributes: 2E, Class

Sage Advice #182 p. 30 (June 1992), Question: 12 🔗
I have a player who's constantly after me to allow his character to acquire a chemistry or alchemy proficiency. This seems pretty high-brow to me, especially on a planet where a magnifying glass is regarded as a mysterious type of magic. What would a chemistry or alchemy proficiency do on an AD&D game world, anyway?
 Generally, Athasians are a pretty sharp lot. While the introductory tale "A Little Knowledge" (by Jerry Oltion) includes a character who is mystified by a chunk of glass, this is far from the norm. As Tim Brown (Lake Geneva's DARK SUN world martinet) points out, most Athasians, with their exposure to elemental priestly magic and their survival skills, have more knowledge about the way their world works than common folk in most places.
 Still, exact sciences such as chemistry are all but unknown in the magical worlds of the AD&D game. Chemistry is replaced by alchemy, which is a complex and esoteric art that is much better suited to sages (Dungeon Master's Guide, pages 106-108) than to adventurers who spend their time and intellectual energy learning character-class abilities. In any case, alchemy is too complex to be covered in a single proficiency. I suppose a true alchemist might have nonweapon proficiencies in Brewing, Astrology, Herbalism, Mineralogy, Spellcraft, Engineering, and, optionally, Pottery or Glassblowing (a previously undescribed proficiency). The character would have to use his combined knowledge of all these subjects to tackle any particular problem.
Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 13 🔗
Does the Water Find proficiency allow a half-giant to locate four gallons of water? Can a thri-kreen give the water he finds with the Water Find proficiency to other characters?
 No character who successfully uses the Water Find proficiency suffers a constitution loss due to dehydration (Rules Book, page 46). This does not necessarily mean that the character actually finds his full daily requirement of water, which varies according to the character's race, armor, and level of activity. In fact, since Water Find does not allow a character to rehydrate, it's pretty clear that the character usually finds something less than a full day's supply. As for giving away any water found, there's no reason to assume the character actually finds drinkable water; the proficiency might yield just a trickle of liquid water and several mouthfuls of soggy cactus pulp. While half-giants and thri-kreen might be able to choke down many different forms of nonliquid water, not every character can. I suggest that you place some limit on the amount of water actually available for sharing, say 1d4 + 1 pints. Note also that thri-kreen usually have better things to do with their nonweapon proficiency slots that spend them on Water Find, since they need so little water (DARK SUN Rules Book, page 86).Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 14 🔗
Do merchant houses do any buy ing or selling at their headquarters? Are goods and coins the only forms of payment accepted at merchant emporiums?
 Only members or agents of a merchant house are allowed to enter a house's headquarters; this precludes normal transactions between the house and ordinary customers. I suppose that very special deals with other houses or special customers might be negotiated inside the headquarters, but only if extra security is necessary to keep rival merchant houses from getting wind of the deal and only if no city laws are being broken (no merchant house would ever run the risk of having its headquarters raided by the local templars).
 As far as methods of payment go, nothing beats cash or bartered goods in the hand, especially on Athas, where it is very easy to go into the desert and either deliberately disappear to avoid a debt or accidentally fall victim to the planet's many dangers. Either way, the merchant is out his goods and probably will become a laughing stock to boot. Some merchants might be willing to grant credit or accept services in lieu of cash or goods on the spot, but only if the terms are very favorable to the merchant and the buyer is either extremely famous or a trusted, long-time customer.
Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 15 🔗
I don't understand the weapons chart on page 53 of the Rules Book. It looks like the column headings should be moved over one space, but if you do that, where does the "Damage" heading go?
 This is the kind of typo that gives rules editors ulcers. Most of the column headers are one column too far left and should be shifted one column to the right. The "Damage" heading actually goes above the last two columns, which are "S-M" and "L" for the damage done by weapons to beings of different sizes. The columns should read: Weapon name [no heading actually used], Cost, Wt [weight in pounds], Size, Type, Speed [for modifying initiative rolls; see PH, page 94], [Damage] S-M, and [Damage] L.Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 16 🔗
What are the range categories and rate of fire for the chatkcha?
 Generally, the AD&D game divides missile ranges into thirds, so short range for the chatkcha (with a maximum range of 90 yards) should be 30 yards or less, medium 31-60 yards, and long 61-90 yards. I suggest the rate of fire be one each round, the same as a hand axe.Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 17 🔗
I pretty much understand how to calculate how many Psionic Strength Points a character with a wild talent gets. But how many PSPs does a character with more than one wild psionic talent have? And what do you do with talents where the PSP cost to establish or maintain the power varies?
 To assign PSPs to a character with a wild psionic talent, use the procedure described on page 20 of The Complete Psionics Handbook. When a power has a variable PSP cost, the character gets PSPs equal to the minimum cost to establish and maintain the power. For example, a character with the wild talent of Domination gets 27 PSPs for that power (3 PSPs is the minimum cost to use the power once, plus the minimum maintenance cost of 6 PSPs, times four). If the character has more than one power, he gets the full allotment of PSPs for each power. That is, determine how many PSPs the character would get for each power, then add them together to get the character's actual PSP total. Note that a character with multiple wild talents still gets only four extra PSPs for each experience level gained.Attributes: 2E

Sage Advice #182 p. 30 (June 1992), Question: 18 🔗
What do you do with talents that have prerequisites? Are these like college courses in that you must have all the prerequisites before you can have the talent in question?
 To get a power with prerequisites, a character must have all the prerequisites before gaining the power. In college, you sometimes can get the prerequisites waived; that never happens for PCs. However, characters frequently can be granted all a power's prerequisites along with the power. This is always the case with newly gained wild talents. For instance, the character with Domination in the previous example automatically would have both Mindlink and Contact (the character also would get extra PSPs for those prerequisite powers).Attributes: 2E

Sage Advice #182 p. 30-31 (June 1992), Question: 19 🔗
What happens when a DARK SUN character has ability scores so high that the character's psionic power scores are 20 or higher—for example, a character with a wisdom of 22 using the contact power (where the power score is equal to the character's wisdom score)?
 A roll of 20 is always a failure when using a psionic power (TCPH, page 11), and it might also carry other penalties. In theory, a character with a power score of more than 20 cannot take advantage of the "skill score" optional rule (TCPH, page 11, and page 28, "Optional Results") since you can't roll an unmodified 21 or higher on 1d20. Kind referees might allow such characters to have an effective score of 19 for purposes of using the "skill score" rule.Comment: The first option, of removing the "skill score" result was made a rule in the DARK SUN Boxed set, along with removing the penalty for rolling a 1. The suggestion to get a "skill score" on a 19 was made into a hard rule in The Will and the Way.Attributes: 2E

Sage Advice #182 p. 31 (June 1992), Question: 20 🔗
Some of the animals listed on the chart for the Animal Affinity psionic power (TCPH, page 50) don't fit the DARK SUN setting. How many sharks, barracuda, or crocodiles are there on Athas? How about an alternate table?
 There are no sharks, barracuda, or crocodiles on Athas. (According to Tim Brown, there never were any on Athas; the planet's flora and fauna are vastly different from what is found on other AD&D game worlds.) Still, there probably were creatures like them on Athas at one time or another, and I don't see any real problem with using the table just as it is. If you want to give this power a true Athasian flavor, get out your Wanderer's Journal and your Monstrous Compendium DARK SUN Appendix and make a few substitutions. Here's an unofficial list: rasclinn for barracuda, kank or wild kank soldier for crocodile, athasian sloth for elephant, jozhal for percheron (draft horse), and megapede for shark. I'll stop there and assume the other animals have Athasian equivalents.Attributes: 2E

Sage Advice #182 p. 31 (June 1992), Question: 21 🔗
Since thri-kreen don't sleep, how do they regain PSPs or spells?
 In pretty much the same way other characters do. To regain spells, a thri-kreen must be at rest, as inactive as a sleeping character would be, and must maintain this state for as long as any other spell-caster would have to sleep. Thri-kreen regain PSPs at the rates given in the TCPH, page 14, Table 6. To regain PSPs at the sleeping rate, a thri-kreen must be completely inactive as described above. Note that the psionicist's Rejuvenation proficiency isn't particularly useful to thri-kreen.Attributes: 2E

Sage Advice #182 p. 31 (June 1992), Question: 22 🔗
Since defiler magic is easier to use than preserver magic, can a preserver opt to use it in appropriate circumstances, such as while standing in a sorcerer-king's garden? Since defiler magic is a simpler, cruder form of magic, is alignment the only thing that keeps a preserver from using it?
 Defiler magic is not available to preservers under any circumstances. A preserver learns to craft spells so the energy they require is replaced rather than simply being drained from the land. This element of balance is integral to all a preserver's spells and cannot be deliberately omitted. I suppose a preserver could switch to defiler magic; in such cases, however, the character would have to effectively switch classes so that all subsequent spells would be of the defiler type. How such a switch might be accomplished—if it is possible at all—is entirely up to the DM.Attributes: 2E

Sage Advice #182 p. 31 (June 1992), Question: 23 🔗
The rules describe the preserver and defiler classes in just about every detail except one: spell progression. The rules say that defilers get spells more quickly that preservers, but nowhere do the rules give a spell progression table for either class!
 Both classes use the spell progression table for wizards in the Players Handbook, page 30. The rules do not say that defilers get spells faster than preservers, but page 26 of the Rules Book does point out that defilers advance through the levels very quickly. A comparison of the defiler experience table from page 27 of the Rules Book with the standard wizard experience table (PH, page 30), which preservers use, will bear this out.Attributes: 2E

Sage Advice #182 p. 31 (June 1992), Question: 24 🔗
If an Athasian wizard has his spell books destroyed or taken away, can he get new ones?
 Yes. The minimum cost of doing this is listed in the spell books section of the DMG (page 42). The DM might also assign additional costs and time requirements. Check out the following sections of the DMG for guidelines: spell research (pages 43-44), scroll research (page 41), and scroll creation (pages 85-87). Note that all sorcerer-kings consider magic treasonous, which makes recreating spell books inside cities pretty dangerous. Being a member of a veiled alliance would be a great boon to a wizard attempting to recreate lost spell books.Attributes: 2E

Sage Advice #182 p. 31-32 (June 1992), Question: 25 🔗
When, exactly, does a half-giant change alignment? The section on half-giants on pages 9-11 of the Rules Book says a half-giant must choose an alignment each morning (page 10). The section on half-giants and alignment on page 42 also starts out saying half-giants must choose an alignment each morning, but in the same paragraph it also says a half-giant may change alignment each morning, but change isn't mandatory.
 I'll admit that there's a bit of a semantic trap in the rules governing the shifting alignments of half-giants. While half-giants truly must choose an alignment each morning, they are free to "choose" the same alignment they have been following. A change in alignment is optional and occurs only when the DM and the player agree that the prevailing circumstances make it possible. In other words, a player with a half-giant character should consider what has happened to the character each day and decide if the character's alignment should shift. If, for example, the predominately good party the character has been adventuring with falls into a squabble over water or treasure, the DM and the player might decide it's time to shift the half-giant's alignment toward the chaotic or evil end of the spectrum. Remember, half-giants are inveterate imitators; they follow where their companions and neighbors lead, but their alignments don't shift without reason.Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 26 🔗
Exactly how long does a piece of land remain barren after a defiler turns it to ash?
 Nothing will grow in the area for at least one full year, but it usually takes much more time than that, perhaps decades, for the area to fully recover; some areas never recover (Rules Book, page 61). Exact recovery time is up to the DM.Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 27 🔗
On the experience table (Rules Book, page 63), do fighters get 10 XP per level, per hit die, per creature, per battle, or per their own level for opponents defeated? What do thieves get?
 All characters get experience for defeating opponents according to the rules in the DMG, pages 46-47. When a fighter single-handedly defeats an opponent, the DM might decide to award extra experience under the Individual Experience Awards optional rule (DMG, page 48). The award for fighters is 10 XP times the defeated opponent's level or hit dice, times the fighter's level. The award for bards is only 5 XP times the defeated opponent's level or hit dice.Attributes: 2E, Class

Sage Advice #182 p. 32 (June 1992), Question: 28 🔗
What is the terrain cost for roads on Athas?
 This depends on the individual roads construction and present condition. I suggest you use the terrain modifier for the prevailing terrain × ½, with a minimum cost of 1. For example, using a road to traverse stony barrens is 1; using a road to cross salt flats also is 1, as the surface on any road on Athas isn't going to be much smoother than a salt flat. Note that you can't get lost while traveling on a road (even if you aren't exactly sure where you're going).Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 29 🔗
How many globs of honey will a kank produce each day?
 This is up to the DM, but I recommend that a well-fed, food-producing, domestic kank secrete no more than one glob each day. Note that not all kanks are food producers. The rules don't give ratios, but I suggest that only half of any group of kanks be food producers. Of the remainder, one will be the brood queen and the rest will be soldiers, none of which produce honey. Note also that brooding kanks produce honey for their offspring, and the young kanks will eat a substantial portion of the honey, say 20%-60%, before characters can harvest it. Characters who try to keep the young kanks from the honey are likely to have a fight on their hands, the domestic kank's reputation for docility notwithstanding.Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 30 🔗
I am formulating plans to have my spelljamming group touch down on Athas. How would Athasians react to the appearance of a spelljammer? Would "normal" wizards cast preserver or defiler magic?
 As "Sage Advice" pointed out in issue #178, spelljammers cannot reach Athas. Exactly why this is so is unrevealed, but the prevailing theory is that Athas is not located inside a crystal sphere but on an alternate Prime Material plane where spelljamming devices don't work.
 I suspect that wildspacefaring characters would not find Athas a welcoming place at any rate. While common folk might not be any more suspicious of spacefarers than they are of any other strangers, sorcerer-kings are a different matter. Once these tyrants realize what spelljamming is and what it can do, they're going to ruthlessly attack, not giving up until the spacefarers flee the planet or are killed or enslaved. (Of course, such an attack could begin disguised as a friendly overture.) A single spelljamming ship, even at atmospheric speeds, would be an invaluable fighting and exploration platform on Athas. No sorcerer-king would allow one to exist unless it was firmly under his control.
 Since preserver magic uses the same rules as "normal" magic, I think it's safe to assume that a plane-hopping wizard who finds himself on Athas would have preserver spells. I suppose such a wizard could learn the local "shortcuts" and become a defiler, but that's up to the DM.
Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 31 🔗
Re-saging: I have received several letters about an answer that appeared in issue #175. AD&D® 2nd. Edition game characters gain bonus proficiency slots if they have high intelligence scores, and a reader asked if these bonus slots could be assigned to both weapon and nonweapon proficiencies. I said I believed the extra slots can be assigned only to nonweapon proficiencies.
 A number of readers have correctly pointed out that The Complete Fighter's Handbook contains a passage that clearly states the extra slots can be assigned to both types of proficiencies (page 58). However, when I answered the question, I assumed the reader who asked it didn't have The Complete Fighter's Handbook. Note that everything in the various Complete Handbooks is strictly optional; generally speaking, I recommend that you do not allow bonus proficiency slots to be used for weapon proficiencies. On the other hand, if you have The Complete Fighter's Handbook and want to make full use of all the goodies therein, you probably do want to let warriors use their bonus slots on weapon proficiencies. I strongly recommend that you limit this ability to warriors only, unless you're prepared to deal with 1st-level wizards who want proficiency in eight weapons (or more than eight if you've got a campaign set in the DARK SUN world).Attributes: 2E

Sage Advice #182 p. 32 (June 1992), Question: 32 🔗
Re-saging: I have also recently received a letter regarding this column in issue #167, in which I flatly said all spells of the Divination school were off-limits to conjurers (wizards specializing in the Conjuration/Summoning school).
 I goofed. The section on spell schools in the Player's Handbook (page 31, top of the third column) makes it clear that first- through fourth-level Divinations are available to all wizards. This gives conjurers access to such vital spells as read magic.Attributes: 2E, Spell

Sage Advice #183, July 1992

This month, the sage explores the limits of a powerful AD&D® game magical item, takes an in-depth look at magic resistance, and considers a few complaints from a dissatisfied reader.

Sage Advice #183 p. 92 (July 1992), Question: 1 🔗
What exactly does a rope of entanglement do? Are victims automatically ensnared and rendered helpless until freed or killed? Is an attack roll required? Does the victim get a saving throw? What is the rope's maximum area of effect?
 The current rules seem to leave the exact effects up in the air, as the description in the AD&D 2nd Edition Dungeon Master's Guide (page 179) does not mention any game effects at all. The AD&D 1st Edition DMG isn't much more helpful, but it does include the phase "entangle and tie fast" (page 153). It's pretty clear to me that the intent behind this item is to allow the wielder to at least immobilize opponents and probably to restrict their attacks.
 Judging from the description in the 1st Edition DMG, I'm inclined to think that a rope of entanglement prevents its victims from moving normally (i.e., no walking, running, jumping, burrowing, or flying with wings) but does not prevent magical movement such as levitation or fly spells. Humans and demihumans who use their limbs to swim are immobilized and will sink if ensnared in the rope; however, fish and similar creatures probably still could swim through open water at half or two-thirds speed, as their streamlined bodies and tiny fins really can't be effectively tangled. On the other hand, even a fish or levitating creature can be held in place if there are weeds or other suitable objects the rope can grab along with the victim. For example, a wizard flying through a forest might be immobilized when the rope wraps him up along with the branches of an oak tree.
 For purposes of game balance, I suggest that a creature entwined in a rope of entanglement be allowed to make melee attacks at a -4 penalty, but only against the rope or opponents who are directly adjacent to the entwined victim. Missile attacks are generally not possible while entwined, but the DM might allow them under special circumstances; a manticore's tail spikes might still be effective, for example, as might a giant porcupine's quills. An entwined victim might manage to fire a loaded and cocked crossbow that was already pointed at a target when the rope struck. Such attacks also should suffer the same -4 penalty to attack rolls that melee attacks get.
 In any case, no attack rolls are required to use this item. The wielder can direct the rope at any opponent within range (20' horizontally and 10' vertically). The targets are automatically entwined in the rope, with no saving throw allowed, provided they fit within the size limits specified in the item's description. Common sense suggests that the rope's "downward' range (the distance within which it can be used if it is dropped from a height) could be more than 10', but probably not more than 20'.
 Common sense also suggests that the rope cannot affect creatures in a total area more than about 40' long by 5' deep (this is the distance a line of eight man-sized creatures will occupy if they line up shoulder-to-shoulder with enough space between to allow for normal melee). In other words, the rope's maximum area of effect is 200 square feet, and its maximum "length of effect" 40'. Note that I'm assuming a rope of entanglement is 50' long, as this is the "standard" length for a rope in the AD&D game and it seems to jive with the rope's basic "capacity" of eight man-sized creatures (the "missing" 10' of the rope's length is used up as it coils around its victims).
Attributes: 2E

Sage Advice #183 p. 92+94 (July 1992), Question: 2 🔗
Please clarify the effects of magic resistance in the following situations: 1) Someone casts a wall of stone spell so that it falls on top of the magic-resistant creature; 2) A drow (an elven race that has magic resistance and suffers various penalties in bright light) is enveloped in a light or continual light spell; and 3) A magic-resistant marine creature that breathes only water finds itself within an airy water spell.
 "Sage Advice" discussed magic resistance in issue #175 (page 76), but it seems to be time to study the subject in more detail. Most of these answers are pretty straightforward; a little common sense and a careful rereading of the magic-resistance rules (PH, pages 102-103; DMG, page 66-67) should put these matters to rest. When adjudicating the effects, if any, of magic resistance, the DM has to consider two factors. First, what type of magic is involved? The rules make four distinctions: individually targeted spells, area-effect spells, in-place spells, and permanent spells. Second, does the "incoming" magic directly affect the magic-resistant creature, or is the effect on the creature merely a consequence of the magic being there? Unfortunately, there are no hard and fast rules (beyond what's already printed in the books) to decide which conditions apply. Here's my reasoning:
 1) A wall of stone is a permanent magical effect (its duration is so listed in the spell description). Furthermore, magical "wall" spells are evocations, which directly bring forth or create their effects. When the wall of stone falls on top of a magic-resistant creature, or even if the creature tries to walk through a stationary wall, the magical effect is acting directly on the creature. Magic resistance applies; if the magic-resistance roll succeeds, the creature passes harmlessly through the wall. Since the wall of stone is permanent, there is no effect on it; that is, the wall is not dispelled or pierced with a hole that other creatures can pass through.
 2) Light and continual light spells are a little harder to figure out. Both are in-place effects, operating continuously in a particular place or on a particular item. However, continual light also is permanent, and both spells can be cast directly against a creature to blind it. When used to blind a creature, either of these spells is treated as an individually targeted effect, and magic-resistance applies. Since the caster is targeting a single creature only when trying to blind an opponent with either spell, the effect is completely negated if the magic-resistance roll succeeds (as it is for any area-effect spell targeted solely at the magic-resistant creature).
 However, an entirely different set of circumstances prevails when a magic-resistant creature moves into or otherwise finds itself inside either spells area of effect. Both spells are alterations, magic that works a change on a creature, area, or object, and this change produces the spells effects. In the case of light and continual light, these spells change an area or object so that it emits light. One explanation of how this works is that the atoms in the area of effect are excited so that they emit visible light. The light has a central focus (so the light can be hidden by an opaque container), but it is the target object or area that emits the light, not the spell. Since the magic affects the area and not the creature, magic resistance does not apply (the light is a consequence of the spell). The same holds true for the reverse of these spells; a creature might be very badly affected by darkness or continual darkness, but, since the magic doesn't directly affect the creature, magic resistance is irrelevant.
 3. Airy water also is an in-place spell, but it is also an alteration that affects an area, not the creatures within the area.
Attributes: 2E, Spell

Sage Advice #183 p. 92+96 (July 1992), Question: 3 🔗
As anything published by TSR, Inc. is considered by a great many gamers to be canon, your column is more than just a source of advice. In the past, you have always known what you were talking about, and the written rules supported what appeared in "Sage Advice." However, from the time you ruled on which THAC0 a fighter/thief uses when backstabbing, to the effects of a cloak of displacement on magic missiles, to the abilities of the tarrasque polymorphed into a bunny, you have not followed the rules. In the past, you have mentioned that other people sometimes help you write the rulings, but your name is on the column, so I'll assume you are responsible.
 We have long enjoyed your column and hope you can tell us why these three—and possibly other—errors occurred.

 First, I (Skip Williams) do write "Sage Advice." Of course, I get lots of help, but ultimately I put fingers to keyboard and am responsible for what appears here.
 Regarding "Sage Advice" and what it's really all about: relax. This column is not the tip of an insidious conspiracy to change the face of the AD&D game. It's a place where a harried DM or player can go to get advice on how to muddle through the tough spots so the game can go on. If getting everybody to agree on what rules to use is a tough situation for you, "Sage Advice" is as good a court of final appeal as you're likely to find. But I'm just a regular guy doing a job here, not the keeper of the canon. In fact, the closest thing to canon in the AD&D game is David "Zeb" Cooks simple statement: "If you don't know the answer, make it up."
 I think the rules are vital in making campaigns believable and playable, which is what they must be if the game is to be enjoyable. Fun is what gaming is all about. When writing my answers, I try to avoid making simple rules interpretations and instead try to explain how I arrive at the answers. I hope longtime readers of "Sage Advice" are using the information presented here to figure things out for themselves and keep their games running smoothly. The next time you reach for this column to settle an argument, first try to follow the advice I gave regarding rules disputes in issue #181, then look at the column. You'll have a much better time playing the game if you develop your own feel for the way it works.
Attributes: 2E

Sage Advice #183 p. 92+96 (July 1992), Question: 4 🔗
In issue #169, you said a fighter/thief must use his thief THAC0 and cannot get specialization bonuses when backstabbing. But the PH, page 45 says: "A multi-classed warrior can use all of his abilities without restriction. The warrior abilities form the base for other character classes." Page 45 also says multiclassed characters can combine class abilities, in direct contradiction to what "Sage Advice" said in issue #169. Did you make a brainographical error (to quote game designer Aaron Allston) or are you playing the "Skip's AD&D" game, in which DM interpretations override rules? If so, my friends and I will ignore your column in the future and ask DRAGON Magazine to run a disclaimer stating that your column does not follow the books.
 Regarding "combining" multi-classed abilities: The word "combine," as used on page 45 of the PH, is meant to convey the fact that the character can freely use his abilities during a single encounter or adventure without penalty, as opposed to dual-classed characters, who can suffer experience penalties if they fall back on their old class abilities too soon. It is not meant to convey that a multi-classed character can use abilities from two or more classes simultaneously.
 Regarding fighter/thief backstabs: The TSR house ruling—not the "Skip" ruling—on this matter is that the character must use his thief THAC0. You have quoted page 45 accurately, but the rules contradict themselves here. Two of a fighter's most important "abilities" are unrestricted weapon and armor use, and these are severely curtailed in several multi-classed combinations: fighter/wizards are prohibited from wearing most metal armor, fighter/clerics can't use edged weapons, and fighter/thieves can't wear metal armor without reductions to thief abilities. This is hardly unrestricted use of fighter abilities. The TSR staff's concern here is for game balance. The thief's backstab ability can do pretty darn hefty damage, and generally it is best for the campaign if a backstab attempt fails once in awhile.
 Still, the letter of the rules supports your view. So does game logic; if thieves carefully study anatomy and learn to place their attacks so as to inflict maximum damage, it stands to reason that fighter abilities might allow them to hit an opponent's "soft spots" more easily. This particular conundrum won't be officially cleared up until that far-off day when an AD&D 3rd Edition comes out. Until then, I suggest you either follow the advice given in issue #169 or allow fighter/thieves to use their fighter THAC0 when backstabbing, but only with the standard +2 rear attack bonus. For purposes of game balance, the +4 bonus and fighter THAC0 is just too tough a combination for the campaign's bad-guy NPCs to withstand. From the standpoint of game logic, the training in precise blows a thief learns while perfecting the backstab (a highly favorable situation for the attacker) overlaps the fighter's generally superior training in the use of weapons in all situations.
Attributes: 2E, Class

Sage Advice #183 p. 94+96 (July 1992), Question: 5 🔗
In issue #179, you said that magic missile was a spell attack, and that the only effect a cloak of displacement had on spell attacks is a saving throw bonus. Since magic missile has no save, you said, there is no effect. Well, the spell description says that the spell produces "missiles" and that the target must be seen or detected to be hit. A displaced creature is really somewhere other than where a viewer thinks it is. When a spell caster targets a displaced creature, he's really just aiming at empty air. The creature wearing the cloak is actually unseen, as the cloak creates a sort of mirror image that is some distance from the wearer's actual location. Since magic missile doesn't work on inanimate objects, it is wasted in this case.
 Regarding cloaks of displacement and magic missiles: I stand by my answer in issue #179. A magic missile is a spell attack (the number of times the word "missile" appears in the spell description notwithstanding) that always hits, displaced target or no. A displaced creature is neither invisible nor replaced by an illusory double. The cloak distorts other creatures' visual perceptions of the wearer's location. A wizard may very well be "aiming at empty air" when casting magic missiles at a displaced creature, but the spell compensates for the error and hits anyway. The spell description does require that the caster see the target, and a displaced creature is still visible, even if the viewer isn't sure exactly where the creature is.
 The situation is analogous to what happens when you look at an object underwater from above the surface. The physical refraction (bending) of light as it passes from air to water makes the object appear to be in a different place. In the case of a displaced creature, the margin of error is 1'-2'. In either case, the viewer sees the object. The visual distortion caused by a cloak of displacement does not make the cloaks wearer immune to spells. For example, charm person and charm monster spells also cannot affect objects, but when cast at a displaced creature these spells don't dissipate into "empty air." The displaced target gets a +2 saving-throw bonus but still is vulnerable to the spell cast at him.
 As an aside, a colleague of mine at TSR also considered my reply on this question in issue #179, and his comment was that I was being too generous when I suggested that a cloak of displacement might grant a save against magic missiles. In his view, a cloak of displacement has no effect on magic missiles at all. TSR's Jon Pickens did point out, however, that the cloaks saving-throw bonus would be cumulative with a scarab of protection, which does grant a save vs. spells such as magic missile, which normally allow no save.
Attributes: 2E, Spell

Sage Advice #183 p. 94+96 (July 1992), Question: 6 🔗
In issue #180, you said polymorphed creatures keep their hit points, natural armor class, and possibly other purely physical abilities. This directly contradicts the polymorph other spell description, which clearly states that the creature gains the natural armor class and "purely physical" abilities of the assumed form. You also suggest that the tarrasque could keep the sharpness ability of its bite. While this is a magical ability, a bunny's skeletal structure is hardly the same as that of the un-polymorphed tarrasque. In short, the tarrasque would be a 300-hp bunny with the saving throws of a 70-HD monster, and that's all.
 Regarding polymorphing the tarrasque into a bunny: The victim of a polymorph other spell is stuck with the natural armor class of the new form; I goofed on this one. Nevertheless, the tarrasque is legendarily tough and keeps its armor class even when polymorphed into a bunny, amoeba, or anything else that doesn't have an armor class better than -3. The point I was trying to make in issue #180 is that the tarrasque is a near-deity-class creature that is all but invulnerable in any form. Note that regeneration is not dependent on a creature's outer form and any naturally regenerating creature—whether a tarrasque, troll, vampire, or whatever—still regenerates when polymorphed. Other forms of the tarrasque's special defenses-including immunity to heat and fire, and returning to life unless reduced to -30 hp and wished dead, remain when it is in bunny form. However, I forgot to mention in issue #180 that the tarrasque's ability to reflect beams and rays specifically depends on the creature's carapace, and this ability disappears if the creature is in "bunny form."
 Regarding the tarrasque's teeth of sharpness: There are two things you obviously haven't seen: the size and sharpness of a large rabbit's front incisors, which can do nasty things to errant fingers, and the movie Monty Python and the Holy Grail, in which a vorpal bunny wreaks havoc on King Arthur and his knights. The movie isn't part of the game, but I couldn't help thinking of the vorpal bunny scene when I was writing the column. You have a good point in that bunny teeth really aren't the limb-severing type. Still, the tarrasque is a power unto itself. I encourage DMs to ride herd on any group of PCs foolish enough to tackle the tarrasque, and limb-severing tarrasque/bunny bites are fine with me so long as they are fine with the DM.
Attributes: 2E, Spell

Sage Advice #184, August 1992

This month, the sage clarifies a few items before venturing into the untold reaches of optional material for the AD&D® 2nd Edition game.

Sage Advice #184 p. 52 (August 1992), Question: 1 🔗
Does the wizard spell project image allow the caster to extend the range of his spells? If not, what good is it? What happens when the caster wants to change a projected image's relation to himself? In other words, if the image is facing in the same direction as the caster, what does the caster have to do to make the image face to his left? What happens to the image after the relationship shifts?
 The text in the spell description (Player's Handbook, pages 180-181) does say that the image duplicates all the caster's actions, including spell-casting. That doesn't really make the spell's effect on spell-casting very clear, but the spells description in the 1st Edition PH (page 85) includes this line: "A special channel exists between the image of the magic-user and the actual magic-user, so spells cast actually originate from the image." I dont' think the 2nd Edition team left out that line to strip the project image spell of this property. As people on the GEnie computer network have pointed out, the spell does very little to deserve its sixth-level power ranking without this ability.
 Running the spell this way does, however, force the DM™ to consider what happens to touch-delivered spells and spells that affect only the caster. I suggest that touch-delivered spells originate at the image, which the caster can then use to "attack" targets within his own movement limits. I also suggest that all spells with a purely personal effect (range 0, or area of effect limited to the caster) take effect only upon the caster; assume that such effects stay with the caster and don't "flow" through the channel. Note that project image extends a spell's range only indirectly by virtue of the fact that most spells originate from the image and not from the caster. Likewise, clever casters might use project image to cast spells around corners or into areas where they'd rather not be.
 The caster is free to change the image's facing relative to himself just by concentrating for one round, which limits the caster to half movement and no attacks. Once the relationship changes, the image goes right on duplicating all the caster's actions, all the way down to spell-casting.
Comment: The same answer is repeated in #227Attributes: 2E, Spell, Touch spells

Sage Advice #184 p. 52 (August 1992), Question: 2 🔗
My friends and I have been trying to find the rules for adjusting initiative rolls in the AD&D 2nd Edition game according to the character's dexterity score (reaction adjustment). However, there is no mention of dexterity in the Standard Modifiers to Initiative table or in any of the optional initiative rules.
 You can't find any mention of the effects of dexterity on initiative in the AD&D 2nd Edition game because there isn't any, and there weren't any in the AD&D 1st Edition game either. Raw reflexes can affect surprise, but their only effect on combat is to adjust armor class. The AD&D game's one-minute combat rounds make individual quickness much less important than the character's defensive value and general class of actions; that's why things like weapon speed factors and spell-casting times do affect initiative. Of course, DMs are free to add their own house rules incorporating reaction modifiers. The simplest way is to just subtract the modifier from the die roll. If you do this, I strongly suggest the DM take a long look at the monsters that populate the campaign and assign a reaction modifiers to some of the quicker beasts; otherwise, the PCs are going to win initiative far too often.Attributes: 1E, 2E

Sage Advice #184 p. 52 (August 1992), Question: 3 🔗
Many of the thief kits in The Complete Thief's Handbook require or recommend the Gather Intelligence nonweapon proficiency. I cannot find this skill listed anywhere.
 "Gather Intelligence" is a typo. The proficiency's real name is "Information Gathering."Attributes: 2E

Sage Advice #184 p. 52-53 (August 1992), Question: 4 🔗
It's raining monsters in my campaign! It seems that anyone with the Dimensional Door devotion can place a dimensional door under any poor, unsuspecting fool and watch him fall 60 yards or more to his death. Unless my DM and I are misreading the description (The Complete Psionics Handbook, page 69), anyone with this power can kill anything that can't fly or slow its fall.
 Boy, are you ever misreading this devotion's description! First, while it's fine to assume that a creature automatically steps into a door created beneath it, it doesn't have to be so. The DM is free to allow the creature a save to avoid "falling in," or the DM can decide that a creature never falls in and is just displaced onto safe ground instead.
 Second, there's nothing in the description that suggests creatures passing through the door suffer damage of any kind, Any creature entering one door automatically appears at the other one, and vice versa. This movement is instantaneous and interdimensional. This is not the same as falling or running an equivalent distance; the creature does not gain any velocity or kinetic energy, it appears at the other door just as if it used a teleport or dimension door spell to go from one door to the other. Note that a creature falling 60' into one door probably will suffer 6d6 hp damage when coming out the other door, as the dimension between the doors doesn't reduce kinetic energy or velocity any more that it increases it.
 Note also that one of the two doors the psionicist creates appears in front of the psionicist (the description does not say how close, but I suggest from 1" to 5' at the psionicist's option), and one pretty much wherever the psionicist wants it. This means that if the psionicist wants to create a door immediately underneath a foe, he'd better be ready for a fight.
Attributes: 2E

Sage Advice #184 p. 53 (August 1992), Question: 5 🔗
Psychokinetic devotions seem impossible to get. Every psychokinetic devotion has Telekinesis as a prerequisite, which is a science. You must have twice as many devotions in a discipline as you have sciences, so to add a psychokinetic devotion to your repertoire you'd have to add Telekinesis and two devotions. The only time you get to add a science and two devotions (according to the table in the CPH, page 12) is when you go from 2nd to 3rd level. However, you also are not allowed to have as many sciences or devotions in a discipline as you have in your primary discipline, and at 3rd level you only get two sciences. You can't just pick up Telekinesis alone, then add devotions later, because you must always have at least twice as many devotions in a discipline as you have sciences. Am I misunderstanding something, or is there a problem here? The difficulty could be solved by adding a psychokinetic devotion or two that does not have Telekinesis as a prerequisite.
 Actually, there are several psychokinetic powers that don't require Telekinesis: Animate Shadow, Control Light, Control Sound, Molecular Agitation, Soften, and, of course, Telekinesis. This is an official piece of errata that was included with the DARK SUN™ boxed set. (For a free copy of the CPH errata sheet, send a self-addressed, stamped envelope to: Steve Winter, c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A.)
 Even so, if psychokinesis isn't your character's primary discipline, it's pretty rough to add Telekinesis to your psionicist's bag of tricks. This difficulty is not limited to psychokinesis. Since you can never have as many sciences or devotions in a secondary discipline as in the primary discipline, the additional science earned at 3rd level must be in the primary discipline, no matter what the primary is. This is deliberate. Learning psionic powers is an orderly process that does not allow the character to jump willy-nilly between disciplines. That's why psionicists must be lawful. No psionicist has the mental wherewithal to become a dilettante. Psionicists aren't meant to plunge headlong into new devotions—they explore them slowly and deliberately.
Attributes: 2E

Sage Advice #184 p. 53 (August 1992), Question: 6 🔗
What happens if a character with a wild talent decides to become a psionicist? Does he add all his PSPs together? Do his wild talents count as prerequisites for new powers? Do wild talents count toward the characters limits on disciplines, devotions, and sciences?
 All the rules on dual-classed characters in the PH, page 45, apply. The character temporarily sets aside his wild talents and sets out to study how psychic powers really work. (Note that most DMs probably wouldn't make a character set aside wild talents if the dual-classed character was picking up any other class except psionicist, since wild talents have nothing to do with any character class, but this is a special case.) The character gains a separate pool of wild-talent PSPs and powers, and he cannot use powers or PSPs from this pool without giving up experience as described in the PH. The wild talents do not affect the types of psionic powers the character can learn; they are locked away in a separate part of the character's mind, just like all the other class abilities the character has chosen to ignore for the moment.
 As soon as the character's psionicist level exceeds his old character-class level, he theoretically has access to his old character abilities and wild talents. However, he also still must abide by all the restrictions of the psionicist class. The simplest way to handle this is just to assume that the character has a few rogue powers and a pool of PSPs to support them. Such powers would never count against the numerical limits on the psionicist's powers or be used as prerequisites for other powers. However, the DM might allow the character to integrate his wild talents into his list of psionicist powers. This should not be a problem if the character does not exceed the number of disciplines he normally is allowed, and if he does not exceed the number of different kinds of sciences and devotions he can have within those disciplines. That is, the character can have "bonus" sciences and devotions but not extra disciplines, and the total number of devotions and sciences he has in his primary discipline still sets a limit on the number of sciences and devotions he can have outside the primary discipline (the primary discipline is the first discipline chosen when the character is a 1st-level psionicist). Proper play balance requires that the character's total number of disciplines remain unchanged and that the ratio between powers inside and outside the primary discipline be maintained. The effects of lifting these limits would be something like letting wizards and priests choose their daily spells as they need them instead of studying or praying for them in advance.
 The character should be able to make free use (for purposes of prerequisites, PSP expenditure, and otherwise) of any power that does not violate the limits. For example, a character with a Mind Bar wild talent could choose telepathy as his primary discipline and have free access to the power, since Mind Bar is a telepathic devotion. (The total number of devotions within a primary discipline is limited only by the psionicist's level. In this case, Mind Bar is a "bonus" power.) Powers that exceed the limits must remain separate; for example, a character whose primary discipline is psychometabolism might not have "room" for Mind Bar, since the number of nonpsychometabolic devotions he can have is limited to at least one less than the number of psychometabolic devotions he has. So long as the character has even one excess power, his wild talent PSPs can be expended only to establish and maintain wild talents (and PSPs gained from the character's psionicist level cannot be spent on such rogue powers). If the character has a power both as a wild talent and as a psionicist's power, he should be allowed to merge the two and gain a point on his power score. Likewise, if the character manages to fit all his wild talents into his limits, he should be allowed to add his wild-talent PSPs to his psionicist total. The easiest way for the character to do this would be to choose a primary discipline that includes his wild-talent powers.
Comment: Psionicist + Wild talent is explored further in The Will and the Way,Attributes: 2E

Sage Advice #184 p. 53-54 (August 1992), Question: 7 🔗
The text and illustrations in The Arms and Equipment Guide identify a morning star as a kind of club with a spiked head. I always thought a morning star was one or more balls attached to a short handle by a chain or chains, but The Arms and Equipment Guide describes that kind of weapon as a flail. Also, where is the mace entry on the Master Weapons Chart?
 In both versions of the AD&D game, a morning star is a big club with a spiked or ridged head, something like a hardwood baseball bat with a lot of large nails driven into the business end. That also is the definition given in every reputable treatise on medieval weapons I've ever read.
 A flail, in the AD&D game and anywhere else where an accurate nomenclature of medieval weapons is used, is a weapon with the business end separated from the handle by a chain or other flexible joint. The ball, chain, and short-handle version is called a horseman's flail in the AD&D game. Another common form of flail is a long handle with a big club attached to the end by a very short length of chain; this is called a footman's flail in the ADD game. Flails of all kinds are the direct descendants of agricultural flails used to thresh grain; before the Industrial Revolution, the only way to separate grains of wheat, oats, rice, etc. from their stalks was to pile up the harvested plants and literally beat (thresh) them. The extra "snap" provided by the flails jointed head allowed the farmer to hit the pile of grain with more force and get the job done faster.
 Both morning stars and flails were mainstays of the common folks weaponry because they were easy to make and use. No commoner—certainly no farmer—would ever mistake one for the other. I personally have never seen a flail improperly identified as a morning star in print, but I have met a lot of people who apparently have. I've also met people who confuse flails for maces, probably because they both can have round heads studded with spikes. If using an alternate nomenclature for medieval weapons makes you happy, fine, but when you're playing the AD&D game use the game nomenclature to avoid confusion.
 [Webster's Third New International Dictionary (Unabridged, 1986) describes a morning star as "a weapon consisting of a heavy ball set with spikes and either attached to a staff or suspended from one by a chain-called also holy-water sprinkler" (page 1471). "Holy water sprinkler" is used as an alternate name for the morning star in both the 1st Edition PH (page 37) and AEG (pages 82-83). Obviously, some confusion on this matter exists even among authorities. — Editor]
 [Don't depend on the dictionary for definitive information on game topics. Dictionaries and encyclopedias are fine places to start looking, but the people who compile them are unlikely to be experts on medieval weapons, and they certainly aren't experts on the AD&D game. — Sage]
 The two forms of mace, horseman's and footman's, don't appear on the AEG's Master Weapons Chart (page 108). The typo monster strikes again. The statistics for the two types of maces presented in the PH, page 68, are correct.
Attributes: 1E, 2E, Weapon, Morningstar

Sage Advice #184 p. 54 (August 1992), Question: 8 🔗
In the RAVENLOFT® setting, will a paladin or good cleric lose his special class abilities if he fails a Ravenloft powers check? If a resurrection or raise dead spell fails and instead turns the target into an undead, would the spell-caster have to make a powers check? If so, why? Isn't casting one of these spells a good act? Is there any way to remove the stages and effects of failed powers checks?
 First, take another look at the altered spell descriptions for raise dead (Realm of Terror, page 44) and resurrection (RT, page 45), and you'll find that each of these spells requires a powers check if they succeed or not. Bringing the dead back to life sends ripples through the Demi-plane of Dread. No matter what the spell-caster's intention, plucking a being out of the afterlife and returning him to the lands of the living is an event that the powers of Ravenloft always find interesting. It is true that powers checks are intended to start evil PCs down the road to ruin, but anyone who tampers with fate or with other basic forces in the multiverse while adventuring in Ravenloft takes the same risk.
 When a character first fails a powers check, the powers of Ravenloft essentially invite the PC to become one of their own "part of the furniture," as TSR's Jon Pickens puts it. A stage-one failure is a subtle enticement that shouldn't give the PC any obvious clues about what's really going on. When paladin or cleric abilities disappear, the character is getting a strong clue that he's started down the wrong path. Also, as you point out, you can fail a powers check by doing things that would be considered good deeds anywhere else. Since powers checks are intended to punish players who wander off the straight-and-narrow path of heroic fantasy, play balance and overall campaign health dictates that the DM allow characters to redeem themselves once they've gone astray. For the moment, DMs are on their own when deciding how and when a character properly atones. However the upcoming Forbidden Lore boxed set, available in November and previewed in POLYHEDRON® Newszine issue #74, has extensive new material on powers checks.
 Here are some suggestions until something better comes along: At the minimum, a character who wishes to reverse the results of a failed check should act scrupulously good. If the character has taken any special vows or represents a particular system of beliefs (a paladin, for example), his new behavior must absolutely embody the tenets of his sect or order. Furthermore, the character should avoid making use of the rewards and enticements a failed check brings. It might be hard to avoid using a +1 saving-throw bonus, but in such cases I suggest the DM allow it, especially if the character role-plays the attempt to give up the bonus ("Yeah, I know Bruce Bonecruncher gained a +1 bonus on fear checks after wrecking that altar, but he really looks long and hard at the swarm of killer bees just to be sure he has the gumption to stand up to them."). Of course, an atonement and a suitable quest should reduce or remove the effects of a failed powers check. So might a simple remove curse, especially if the character has left the demi-plane or has spent some time actively resisting the powers. For a stage one failure, I suggest one month as the minimum period of atonement.
Attributes: 2E, Class

Sage Advice #184 p. 54 (August 1992), Question: 9 🔗
Page 46 of The Complete Wizard's Handbook says a starting witch character has 1,500 gp worth of magical items, but the rules don't give gold-piece equivalents for magical items. Is it supposed to say 1,500 xp? Even if it does, you can't choose from many items, as most rods, staves, wands, and miscellaneous magical items are worth more than 1,500 xp.
 This is a design/editorial error, as the core rules for the AD&D 2nd Edition game don't list any monetary values for magical items. The upcoming Magical Encyclopedia does list a gold-piece value for just about every item ever created in the AD&D game (volume one, of two, will be available this fall). Gold-piece values, however, are even higher than experience values, and a starting witch probably could afford to "buy" only a single cursed item or a useful potion or two. This is because the witch is supposed to have an old item or two just left laying around from the old days, not so that she can have a leg up on everybody else in the magical-treasure department. As a rule of thumb, an item's monetary value is three to seven times its xp value (usually five times), and most cursed items usually are worth 100 gp (for potions) to 1,000 gp (for miscellaneous magic).Attributes: 2E

Sage Advice #184 p. 54 (August 1992), Question: 10 🔗
The descriptions of both the Dwarf Runes and Endurance nonweapon proficiencies in The Complete Book of Dwarves say that all dwarf characters get them at no cost. Yet the Nonweapon Proficiency Groups section on page 39 lists the cost of both as one slot. Which is correct?
 Both are. Dwarves get these nonweapon proficiencies for free but must "spend" a slot to improve them (PH, page 55); non-dwarves can obtain both these proficiencies at the listed cost of one slot each.Attributes: 2E

Sage Advice #184 p. 54 (August 1992), Question: 11 🔗
While reading the Tome of Magic, this question occurred to me: If wild mages cannot specialize in any school except wild magic, and if only wild mages can cast wild-magic spells, why are all the wild-magic spells put into schools other than wild magic?
 First, wild magic is not a school; it is a chaotic magical force and a method of studying magic that capitalizes on that chaos. As the TOM points out (page 5), wild mages are not true specialist wizards, but their unusual approach to magic gives them many of the same benefits that specialist wizards get.
 As unpredictable as wild magic is, it still functions within the school framework. That is, wild-magic spells serve to alter, summon, block, etc. just like other spells in the game do. Note that priest spells aren't arranged into schools, either, but each spell still is assigned a school that helps define how and why it works. Various game mechanics that make use of spell schools work normally in regard to priest and wild-magic spells. For example, a detect magic spell can be used to determine a spell's school, which in turn reveals clues about what the spell is doing and how it might affect an adventure. Likewise, a specialist wizard who receives a bonus or penalty to saving throws against spells of a particular school gets that bonus or penalty even if the spell in question is a wild magic spell or priest spell.
Attributes: 2E

Sage Advice #185, September 1992

This month, the sage continues exploring the untold reaches of optional material for the AD&D® 2nd Edition game.

Sage Advice #185 p. 76 (September 1992), Question: 1 🔗
The Alertness proficiency from The Complete Thief's Handbook reduces the chance of being surprised by "1-in-6," but the rules in the Players Handbook use a 10-sided die for initiative and surprise. Also, when do you check this proficiency?
 The AD&D 2nd Edition game does use a ten-sided die for initiative and surprise. The "1-in-6" reference is an error. As I understand it, The Complete Thief's Handbook and other early books in the Complete Handbook series were written before the new PHB was released, so it was very hard for the authors and editors not to think in AD&D 1st Edition game terms while doing their work.
 Alertness grants the character a +1 bonus on surprise rolls (in the current game, an adjusted roll of 1-3 on a 1d10 indicates surprise). The Complete Thief's Handbook leaves the DM™ on his own when it comes to deciding when to make Alertness proficiency checks. I think the most sensible method is to have the character make the check immediately before any surprise roll. Another workable method would be to allow a character to check once every turn (10 minutes) or hour. The +1 bonus for a successful proficiency check would apply to all surprise rolls made within that time.
Attributes: 2E

Sage Advice #185 p. 76 (September 1992), Question: 2 🔗
Pages 77-78 of The Complete Fighter's Handbook state that only single-classed warriors can specialize in punching, wrestling, and martial arts at the same time. However, an earlier "Sage Advice" column said that warriors can specialize only once ever, changing the rule in the Player's Handbook, page 52. What gives?
 "Sage Advice" does not change the rules. The text in the PHB, page 52, has been changed so that single-classed warriors can get only one weapon specialization. "Sage Advice" just passed along the errata to you, the reader. If you reread the rules on punching, wrestling, and martial arts specialization in The Complete Fighter's Handbook, you'll find that these "specializations" do not count as weapon specializations. Single-classed warriors are free to take as many of them as they have nonweapon proficiency slots to spend on them. Dual- or multiclassed warriors can choose one style specialization and one unarmed specialization: punching, wrestling, or martial arts, assuming they have the proficiency slots to spend on them. The terminology is confusing, but these four types of "specializations" are not weapon specializations, per se.Attributes: 2E, Class

Sage Advice #185 p. 76 (September 1992), Question: 3 🔗
Page 12 of The Complete Bard's Handbook says bards receive lesser penalties for wearing heavy armor because they are accustomed to wearing such armor while thieves are not. I must take exception to this. To my mind, multiclassed fighter/thieves are just as "accustomed" to heavy armor as are bards. The reduced penalties should apply to both types of characters or to neither. I would say to neither, since only dexterity should mitigate the noise, stiffness, and bulk of these types of armor and the PHB already allows for dexterity adjustments.
 As "Sage Advice" has pointed out before, the Complete Handbooks contain optional rules for altering your campaign's scope and focus. Don't waste time taking exception to anything you find in them—just don't use the rules you dislike. As always, you'll have to use common sense when picking and choosing rules, but you never have to use all the rules in a "Complete Handbook!' I think you can still get pretty good use out of The Complete Bard's Handbook even if you don't allow bards reduced penalties for wearing armor.
 I think you've really opened a can of worms by suggesting that fighter/thieves might be entitled to the reduced armor penalties in the The Complete Bard's Handbook, even if you immediately reject the idea yourself. I suppose that it isn't much of a leap to extend this benefit to multiclassed fighter/thieves once a DM decides his campaign's play balance isn't going to fly out the window if he allows bards the reduced penalties. Why stop at just multiclassed fighter/thieves? After all, dual-classed fighter/thieves know even more about armor and how to function when wearing it than any other kind of thief—they've had training as pure fighters. Then again, what about thief kits like the adventurer, bandit, bounty hunter, scout, and thug? Thieves with these kits—especially thugs-can expect combat and probably learn something about armor, too. There are two big reasons The Complete Bard's Handbook suggests reduced thieving penalties for heavy armor.
 First, bards in the AD&D 2nd Edition game are true dilettantes, jacks of all trades. This generalization goes beyond what multi- and dual-classed characters do. Bards don't learn a whole lot about anything, but they learn a little bit about everything, and this makes them intrinsically more adaptable than dual- or multi-classed characters.
 Second, The Complete Bard's Handbook is specifically designed to give bards a boost. It's for DMs who want to run all-bard campaigns or at least want to encourage more players to choose bards. Many bard advocates complain, perhaps rightly, that the core rules for bards in the AD&D 2nd Edition game produce weak, unplayable characters. Certainly, a multi-classed fighter/thief has access to more thief skills and fighter weapons than a bard has. The fighter/thief probably also has a better THAC0 as well. Many people think that a bards few spells and special abilities hardly make up for all this. The reduced armor penalties attempt to redress this.
Attributes: 2E, Class

Sage Advice #185 p. 76 (September 1992), Question: 4 🔗
Can the Psychometabolic science Energy Containment be maintained? If not, doesn't this mean the wielder must not only anticipate an energy attack but also win initiative so the power is "up" when the attack arrives?
 The power can't be maintained. The psionicist gets to use this power whenever he is subjected to an energy attack, as long as he hasn't already used his one power for that round. This is true even if the psionicist is ambushed, surprised, or loses initiative. However, if the psionicist initiates this power he can't use other powers that round, and if an enemy sneaks in an energy attack during a round when the psionicist has initiated another power the psionicist will be vulnerable.Attributes: 2E

Sage Advice #185 p. 76+78 (September 1992), Question: 5 🔗
If the Telepathic devotion Id Insinuation is used against a contacted mind, the victim can do nothing for 1d4 rounds. Does the victim get a saving throw? If the power works, how passive is the victim? Will he let somebody walk up and cut his throat?
 A successful attack with Id Insinuation makes the victim completely helpless, but not passive, for 1d4 rounds. The victim is in turmoil—thrashing about, foaming at the mouth, snarling, writhing, but unable to take any conscious action. A successful attack roll is required to attack a victim of an Id Insinuation attack. There is no saving throw vs. Id Insinuation, though the DM can assign one if he wishes. Note also that a mind must be open to contact before Id Insinuation can work. If the target is a psionicist, the attacker must first establish three tangents through psionic combat (see CPHB, chapter two).
 Although Contact is not listed as the initial cost for Id Insinuation, a psionicist attacking a nonpsionicist must first successfully use Contact against the target. So, attacking a nonpsionicist with Id Insinuation requires two rounds and enough extra PSPs to use Contact at least once and to maintain it during the round when the Id Insinuation is used. Note that none of the five attack modes (Id Insinuation, Ego Whip, Psychic Crush, Mind Thrust, and Psionic Blast) list Contact as their initial cost. Nevertheless, the psionicist must establish contact though psychic combat or the Contact power before they can be used.
Attributes: 2E

Sage Advice #185 p. 78 (September 1992), Question: 6 🔗
Can psionicists create new sciences or devotions? If so, how?
 DMs should feel free to create new psionic powers and to allow their players to do the same. However, any DM brave enough to do this is on his own.
 I'd suggest studying the rules for creating new spells in the DMG (pages 43-44). I suggest you allow only psionicists to research new powers; characters with wild talents have insufficient knowledge even to attempt research. The psionicist needs a laboratory just as a wizard or priest does. The actual cost of developing a new power probably should range from 100 gp to 9,000 gp, just as it does for a spell, but the DM will have to set the cost. Beyond this, deciding what to accept as a new psionic power involves the same process of analysis and individual judgment that introducing a new spell does.
 When working with spells, you limit power and player abuse by assigning spell levels, components, and sometimes side effects to the caster. When dealing with psionic powers, you assign PSP costs for establishment and maintenance, prerequisites, power scores, possibly limitations on the number of times the power can be used, and the possibility of catastrophic failure (those neat things that plague the character when the power check roll is a natural 20).
 Generally, it's best to decide what discipline the proposed power will fall under, then compare its suggested effects with other powers in the discipline to decide whether it will be a devotion or a science-more potent powers should be classed as sciences. Likewise, the more "oomph" the power has, the worse (lower) its power score should be. Again, use other powers as a guideline. In the end, the DM must use his own judgment; pay particular attention to the "Analyzing a Spell" section on page 43 of the DMG, and be prepared to do some troubleshooting.
Attributes: 2E

Sage Advice #185 p. 78 (September 1992), Question: 7 🔗
Are the psionic powers listed in The Complete Psionics Handbook's "Monstrous Update" section in addition to the abilities listed in the various creatures' Monstrous Compendium entries, or do they replace those powers?
 These are additional psionic powers that are to be added for psionic campaigns.Attributes: 2E

Sage Advice #185 p. 78 (September 1992), Question: 8 🔗
I have a PC psionicist in my campaign who uses Ectoplasmic Form whenever things start going wrong for him in a battle. He boasts he can just walk away from the fight. He says if he can't hit anything, then nothing can hit him! Can't some magical weapons or creatures hit him?
 The DM has to decide what can hit characters in ectoplasmic form. The DM could say that all attacks can hit the character—just because ectoplasmic characters can pass through walls doesn't necessarily mean that physical attacks can't disrupt the form and inflict damage; there's a big difference between passing through a stationary object and having somebody wiggle a sword around inside your ribs. However, this is an extreme view.
 The intent of this power was to be the same as the ethereality of a ghost—complete intangibility to the material world. The ectoplasmic character is immune to physical attacks by normal weapons and creatures. Enchanted weapons, ethereal creatures, or creatures who themselves are hit only by +1 or better magical weapons might be able to hit the creature if the DM so rules. I'd allow +1 weapons and creatures hit only by magical weapons to do half damage, and enchanted weapons with a +2 bonus or higher and ethereal creatures to do full damage. Energy attacks (particularly cold-based attacks), gaze weapons ("Oh, there's a medusa, I wonder what ectoplasmic stone looks like?"), and spells and psionic attacks that affect the mind still pose a danger to the ectoplasmic character. Also remember that a full round of uninterrupted preparation is necessary to use this power. The character's fellow PCs also can deal with the character when he finally assumes normal form ("Darn it! George went ectoplasmic in the middle of battle and left us again. No treasure for him this trip!"
Attributes: 2E

Sage Advice #185 p. 78 (September 1992), Question: 9 🔗
Can a multiclassed mage/psionicist or cleric/psionicist (from the DARK SUN™ setting) spend PSPs to maintain a psionic power during a round when he casts a spell? Can a psionic power be maintained or initiated while a spell-caster is maintaining a spell that requires concentration?
 A psionicist can maintain a previously initiated power no matter what else he does in a round, provided that he has the PSPs to pay the maintenance cost, and provided that the power in question can be maintained. Once a power is "switched on," maintaining that power does not require concentration and does not count as an action for the psionicist. Maintaining a power does not interfere with combat, spell-casting, initiating a new psionic power, or other activities. Of course, if the psionicist loses consciousness or dies, he cannot continue to maintain a power.
 Spell-casting and initiating a new power are mutually exclusive—a character can do one or the other, not both, in a single round—except that the psionicist always can initiate a defense mode and use another psionic power or cast a spell.
 Concentrating on a spell to extend its duration counts as an action. Psionic powers can be maintained while concentrating on a spell, but new powers cannot be initiated. Obviously, some maintained powers do require concentration as well as PSP expenditure. For example, the Telepathic devotion ESP allows the user to read minds. While the rules (CPHB, page 14) allow the power to be maintained without effort, common sense suggests that actually reading a mind would keep the psionicist occupied. If he does something else (such as launch an attack), he still can maintain the power but reads no thoughts that round.
 It might be helpful to think of psionic powers that can be maintained as long-lasting or slow-acting effects. Powers such as Mind Over Body last a long time, just as a shield spell does; once activated, this power works on its own, so long as PSPs are expended to keep it running. Powers such as Molecular Manipulation are slow acting, like a heat metal spell; once initiated this power takes time before it finally works, but it requires nothing of the user except PSP expenditure.
Attributes: 2E, Class

Sage Advice #185 p. 78+80 (September 1992), Question: 10 🔗
When a character fails a system-shock roll in a campaign that uses the "Hovering on Death's Door" optional rule (DMG, page 75), do his hit points fall to zero? Do they fall to -10? Or, do they fall somewhere between? What happens when a regenerating creature fails a system-shock roll? Do regenerating creatures have to make system-shock rolls? By the way, is regeneration a magical ability? Can an anti-magic shell cancel it?
 System-shock failure means death, whatever that means in the campaign. If you use the "Deaths Door" optional rule, system shock failure places the victim at -10 hit points (or lower, at the DM's option).
 Generally, only attacks that destroy all the cells in a creature's body (such as fire, acid, or disintegration) can prevent regeneration. While a regenerating creature is subject to system-shock rolls, regeneration will eventually rebuild the "shocked" system and restore the creature. A regenerating creature also eventually will recover from the effects of disease and poison. In all these cases, the DM should assign a hit-point value to the condition to see how long it takes the creature to regenerate back to full health and vigor.
 "Natural" regeneration, such as that found in trolls, is not magical and is not subject to dispel magic or anti-magic shells. It is, however, innate and independent of the creature's form. Magical regeneration, such as from a ring of regeneration, is affected by dispel magic or anti-magic shells. The DM will have to decide exactly what the results are when this happens. For example, a successful dispel magic can shut down an item like a ring of regeneration for 1d4 rounds. Since the ring restores one hit point every turn (10 rounds), the DM will have to decide what effect this interruption will have on the ring-bearing creature. The simplest solution is to delay the regenerated hit point until the ring actually has operated a full, uninterrupted 10 rounds.
Attributes: 2E, Spell

Sage Advice #185 p. 80 (September 1992), Question: 11 🔗
Couldn't an adventuring party with both a portable hole and a bag of holding escape from the RAVENLOFT® setting? According to the DMG, page 177, if the bag is placed inside the hole, a rift to the Astral plane is opened. If the hole is placed in the bag, a portal opens that sucks the items and anything inside them into another plane. A clever party should be able to arrange things so that they pass through the rift or portal when it opens. Likewise, a prismatic sphere or prismatic wall also could provide an exit from the Demiplane of Dread. All you'd have to do is cast it and negate the first six layers. The seventh layer, violet, sends you to another plane if you fail a save. What's to keep characters from voluntarily failing a save and escaping, albeit to a random location?
 Involuntary or consequential plane shifts in the RAVENLOFT setting do not allow escape; they just teleport the subject to a random location in the RAVENLOFT world. The creature is flung into the mists, and re-enters the Demiplane of Dread when it emerges. This is similar to what happens when a holy word or dismissal spell is used on a nonresident. If a portable hole interacts with a bag of holding, both items are lost; they are sucked into the mists and disappear forever, or they are destroyed outright.Attributes: 2E, Spell

Sage Advice #185 p. 80 (September 1992), Question: 12 🔗
If two astral travelers from different Prime Material planes encounter a color pool (from The Manual of the Planes) to an alternate Prime Material plane do they perceive it as the same color? If the color pool leads to one traveler's home plane, how does each character perceive it? A pool leading to a home plane would have the traveler's silver cord coming out of it, but what if there is no cord present? If a character arrived on the Astral plane via a rift created by a portable hole and a bag of holding, what is the chance that there is a color pool nearby?
 Judging from the material on pages 62 and 63 of the MP, each astral color pool has a distinct color depending on where it leads. However, when a pool leads to a character's home Prime Material plane, it always looks silvery no matter what its "normal" color is. When two characters from different Prime Material planes view a pool leading to a third Prime Material plane, they both see the same color. If one traveler is from the pool's plane and the other is not, the first traveler sees a silver pool and the second traveler sees another color. This is true if there are silver cords present or not.
 The DM must decide when and where color pools appear. Controlled magicks, such as astral spells, always bring a character onto the Astral plane via a color pool. Uncontrolled entries into the Astral plane might not put travelers next to a pool, or they might place the travelers next to a pool that is rapidly shrinking, as might be the case when a rift created by a portable hole and a bag of holding opens and closes. Such rifts are interplanar anomalies and are very unpredictable.
Attributes: 2E

Sage Advice #185 p. 80 (September 1992), Question: 13 🔗
Please explain the dragon of Tyr's -3 THAC0. Is it possible for PCs to have THAC0s in the negative numbers?
 THAC0 is explained in depth in the Player's Handbook, pages 89-91. The dragon's THAC0 works just like any other, except that it's so low that it is virtually guaranteed to hit opponents with armor classes of -4 or worse (a roll of "1" always misses in the AD&D 2nd Edition game; see PHB, page 91). The dragon gets its THAC0 from its sheer size, strength, and cunning. Player characters can achieve similar "to hit" chances by virtue of level, combat bonuses, and magical weapons.Attributes: 2E

Sage Advice #185 p. 80 (September 1992), Question: 14 🔗
Most psionic powers have a preparation time of zero. When running a psionicist in a campaign that uses segments, wizards and priests use casting times that take segments, rounds, or turns. This means a psionicist can call upon multiple powers in a single round and destroy several PCs or monsters before anyone else can even blink. What limits are there on psionics in campaigns that use segments?
 Even in the original AD&D game, the basic unit of time is the one-minute melee round, not the six-second segment. During one round, a character can take one basic action. Spell-casting times and weapon speed factors affect initiative—they do not allow for multiple actions. That is, a wizard cannot cast 10 one-segment spells, and a fighter cannot attack 10 times with a weapon that has a speed factor of one. Multiple actions or attacks are possible under a variety of different circumstances, but never just by virtue of the segment system.
 If you are playing a variant game that uses segments instead of rounds, you're on your own. The easiest fix would be to assign all psionic powers a "casting time" of at least one segment and use whatever rules you've cooked up to govern spell-casting to govern psionic power use as well. Note that the AD&D 2nd Edition game dispenses with the concept of segments altogether. Even when using the most complex optional initiative rules, things like casting times equate to a simple initiative modifier, which was the real intent behind the original game's segment system in the first place.
Attributes: 1E, 2E

Sage Advice #185 p. 80 (September 1992), Question: 15 🔗
Where can I find a list of the armor and weapons available to Viking characters from The Vikings Campaign Sourcebook?
 The basic equipment list for Viking campaigns is in the Player's Handbook, pages 66-69. As page 58 of the The Vikings Campaign Sourcebook explains, certain items from the PHB list are unavailable. These are listed in the tables on pages 59 and 60, and they are marked "N/A." Some items are marked "N/A*" and can't be found in Scandinavia, but they are available elsewhere in the Vikings' world. Additional equipment not found in the PHB list but available in Viking campaigns is listed in the VCS, table 7, page 60.Attributes: 2E

Sage Advice #185 p. 80 (September 1992), Question: 16 🔗
In the SPELLJAMMER® setting, do vampires and powerful undead retain their ability to drain life energy if they enter the flow? Or are they cut off from the Negative Material plane?
 Undead are notorious for retaining their level-draining abilities no matter where they go. While this ability does depend on a connection to the Negative Material plane, this link is maintained in the phlogiston and everywhere else you find undead, unless the rules governing extraplanar contact for the location in question specifically say otherwise.Attributes: 2E

Sage Advice #185 p. 80 (September 1992), Question: 17 🔗
Can psionicists or characters with wild talents use illithid series helms to power spelljamming ships?
 Series helms create motive power from innate magical abilities, not psionics (the passing reference to psionics and illithid series helms in the Lorebook of the Void notwithstanding). Magic powers spelljamming helms, not psionics. Furthermore, a series helm is designed to work for creatures of only one race. An ogre magi, for example, cannot use an illithid series helm.Attributes: 2E

Sage Advice #186, October 1992

The sage continues exploring the untold reaches of optional material for the AD&D® 2nd Edition game. This month, we have a short look at psionic powers. Unless otherwise stated, page numbers refer to The Complete Psionics Handbook.

Sage Advice #186 p. 52 (October 1992), Question: 1 🔗
Does the initial cost of a psionic power cover the maintenance cost of the power for the first round? How about the first turn or hour, for powers with maintenance costs measured in turns or hours?
 A character never has to pay both a power's initial and maintenance cost; it's one or the other. Although the rules are not completely clear on the point, the text on page 14 that details maintaining powers leads me to believe that any power that is maintained turn by turn or hour by hour requires PSP expenditure by the turn or hour rather than by the round. In these cases, the initial PSP expenditure keeps the power going for the first turn or hour. However, the DM™ is free to assume that the initial cost can sustain the power for only the first round, and can require that maintenance costs be paid starting the next round. The former interpretation requires fewer PSPs than the latter, but since maintenance costs by the turn or hour are fairly low, it doesn't make much difference which way you decide to do things as long you treat all powers the same way.Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 2 🔗
Can a character using Clairaudience or Clairvoyance scry a place not personally known to him?
 Yes, he can. The only limitations on these powers are the PSPs available to the character and the power check, which gets more difficult as the distance to the location to be scryed increases. The DM should use some common sense when allowing the character to choose an area to be scryed. For example, the character cannot just declare he is eavesdropping on the wizard Drawmij's library unless he actually knows where that library is, either through personal knowledge or by making an educated guess. On the other hand, the character can monitor an area just by describing it in general terms. For example, the character can declare that he is scrying the spot exactly 10 miles to his west, or the topmost room in a tower he has seen.Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 3 🔗
Does a three-pound weapon suffer a -1 penalty to THAC0 when used with Telekinesis?
 No. Although the formula for calculating a character's THAC0 when attacking with a telekinetically controlled weapon is equal to the weapon's power-score penalty (weight in pounds divided by three), objects weighing three pounds or less have no power-score penalty and therefore no THAC0 penalty.Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 4 🔗
Is the modifier for Animate Object subtracted from the psionicist's Intelligence score, as listed in the power description, or from the power score?
 The modifier is made to the power score, The "Ability Score Modifier" heading in the power's description is a typo.Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 5 🔗
Is Control Body a science? It is listed as a devotion, but its description says it's a science. Life Draining is listed as a science, but its text describes it as a devotion.
 Control Body is a Psychokinetic devotion. Life Draining is a Psychometabolic science.Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 6 🔗
How tall can a fire animated with the Control Flames devotion be? For example, since the area of effect is 10 square feet, can a character create a mock fire elemental 2' wide, 2' long, and 24' high?
 If you follow the description to the letter, area of effect for Control Flames refers to the two-dimensional area covered by the fire's fuel. The mock fire elemental in your example would be possible only if the fuel covered 10 square feet or less and the flames were 24' high, which might be possible if there were some sort of forced draft fanning the fire. When faced with a very large fire, say a multifloor building aflame, the psionicist can control only the flames erupting from a 10-square foot area. Note that 10 square feet is not a very big area—it's 5' by 2' or 21⁄2' by 4', or some combination of dimensions that can be multiplied together to equal 10'. Compare this with a standard 10'x10' square on a dungeon map, which is 100 square feet. To make this devotion more useful, you might want to increase its area or give it a cubic area, say anything from 25 cubic feet (5'x5'x1') to 100 cubic feet (10'x10'x1').Attributes: 2E

Sage Advice #186 p. 52 (October 1992), Question: 7 🔗
Is the power score for the Create Sound devotion Intelligence -7, as stated in the description, or is it Intelligence -2, as stated in the summary on page 125?
 It is Intelligence -7. The -2 modifier in the summary is an obvious typo when you consider that the power score for the very similar Control Sound Psychokinetic devotion is Intelligence -5.Attributes: 2E

Sage Advice #186 p. 52+54 (October 1992), Question: 8 🔗
According to the description of the Disintegrate science on page 40, an Inertial Barrier protects against psionic disintegration. Does an Inertial Barrier also protect against magical disintegration? Does an Inertial Barrier protect against magic missile spells, fire, or breath weapons?
 An Inertial Barrier protects the user against disintegration from any source. The rules don't explain why, but here's my best guess: Disintegration destroys matter by setting up a vibration that causes objects and creatures to break into microscopic pieces and fly apart; an Inertial Barrier dampens the vibration and disrupts the effect.
 The "missiles" created by a magic missile spells are purely magical and are not affected by Inertial Barriers. While an Inertial Barrier does not confer fire resistance, it can foil most fire-based attacks by keeping flames from reaching the user. That is, the user is protected against fireball spells, but still can get burned if he walks into a burning building or pool of molten lava. As explained in the devotion's description (see page 46), Inertial Barriers can be effective against some breath weapons, but not all. Breath weapons that are composed of pure heat, light, cold, electricity, or other forms of energy are not affected. Gas, acid, or flame breath weapons and any breath weapon that involves hurling or projecting some kind of matter are affected. When dealing with very powerful breath weapons, such as dragon breath weapons, I suggest that you allow the Inertial Barrier user to roll only the basic dice, not dice plus bonuses. For example, if an adult red dragon breathes through an Inertial Barrier, the defender rolls 12d10 vs. the dragon's 12d10+6. Assume that the plus represents the intrinsic power (heat, acidic potency, etc.) of what part of the breath does penetrate the Inertial Barrier.
Attributes: 2E

Sage Advice #186 p. 54 (October 1992), Question: 9 🔗
Why would anyone bother to learn the Absorb Disease devotion when Cell Adjustment can cure diseases more quickly, with lower PSP expenditure, and without recourse to the Complete Healing science? Why would anyone absorb a magical disease when Complete Healing cures only normal diseases?
 It is true that Cell Adjustment cures diseases faster and "cheaper" than the Absorb Disease/Complete Healing combination. However, sometimes a character isn't free to choose his psionic powers. Characters with wild talents, for example, have to take what they get. Also, even though the Complete Healing description mentions only "normal diseases" (see page 50), the text in the Absorb Disease description on page 54 strongly implies that Complete Healing should handle any malady that can be absorbed; this includes magical diseases such as mummy rot but not lycanthropy (which also is a curse).Attributes: 2E

Sage Advice #186 p. 54 (October 1992), Question: 10 🔗
Does the Cell Adjustment devotion cure one point of damage when initiated if there is no disease to cure? Can the psionicist immediately spend 20 PSPs to cure four points of damage during the first round he uses the power if there is no disease to cure?
 The psionicist can use the initial five PSPs to cure one point of damage if the Cell Adjustment recipient doesn't have a disease. However, the psionicist must spend one round getting the power established before he can start healing a lot of damage. Basically, the psionicist needs a minute or so to assess the patient's condition before he can start making extensive repairs.Attributes: 2E

Sage Advice #186 p. 54 (October 1992), Question: 11 🔗
Can a character use Body Equilibrium to keep from sinking once he has fallen into water or quicksand? It is possible for a character to use Body Equilibrium along with Control Wind to levitate or fly?
 Since Body Equilibrium can be activated while the psionicist is falling (see the devotion's description on pages 55-56), I don't see any reason not to allow its use while sinking. The DM might choose to impose a power-score penalty, since it might be difficult to focus one's inner energies with a nose and mouth full of quicksand; I suggest an additional -1 to -4. In this case, the character will simply bob to the surface of the water or quicksand, where he probably can swim or slither to safety. Actually regaining one's feet and walking on the surface after being submerged and popping up like a cork would require considerable luck and dexterity.
 A falling character using Body Equilibrium certainly could use Control Wind to influence where he lands. However, it would be quite difficult to slow a fall or to lift a grounded character using Control Wind, as the character must have an updraft to lift him. This would be impossible in still air. If the character found a strong thermal—on a sunlit hillside, for example—he might be able to increase and control the naturally occurring updraft enough to lift him, then glide to a landing some distance away. Note that such a feat would require ideal conditions; the character probably would have to be outside during a sunny day and on terrain that can create rising currents of warm air—open fields, rocky areas, and the like. Bodies of water don't generate thermals at all, and forests create very weak ones. This feat might also be possible indoors in chimneys, ventilation shafts, and other places where there is a lot of rising air.
Attributes: 2E

Sage Advice #187, November 1992

The sage ponders more psychic conundrums this month. Unless otherwise stated, all page references refer to the AD&D® Complete Psionics Handbook.

Sage Advice #187 p. 29 (November 1992), Question: 1 🔗
Can a wish be used to enhance a character's psionic abilities or to acquire psionic abilities? Or does the fact that a wish is magical and psionics is not prevent this?
 Although the DM™ has final say on any wish, there is no game reason that a character cannot use one to gain or augment psionic abilities. A wish changes "reality" and can accomplish all manner of things that lesser magics cannot.
 All this however, begs a whole raft of other questions, such as how much psionics can be gained, and what kind.
 The "best" way to use a wish to increase a character's psionic powers is to improve the character's ability scores (DMG, page 11), which in turn can improve some or all the character's power scores. Increasing the character's wisdom score also will increase the character's inherent potential (CPH, page 13). Generous referees will make such an increase retroactive. A wish also might allow a character to increase his total PSPs, from two to 10 points. A wish certainly could allow a character to "forget" one discipline, science, devotion, or defense mode and replace it with a power more to the character's liking. If wishes are very rare in your campaign, it also might allow a character to pick up an extra devotion either inside or outside the primary discipline, but I don't recommend that you allow characters to acquire extra sciences or disciplines this way. Likewise, it's probably okay to let characters wish for a wild talent, though stern referees will make such characters roll to test for wild talents when making the wish. DMs who do this should feel free to chuckle evilly if the percentile roll is low enough to have revealed a wild talent without wishing and should feel free to apply the normal consequences if the roll is 97 or higher. I do not recommend that you allow characters with wild talents to wish for additional powers, but it should be okay to let them wish for more PSPs.
 Of course, characters can attempt to exceed these limits, but when they do so the DM should either declare that the wish does not work, or should impose some sort of penalty on the character. "Okay, Hurd the Magnificent, you can have the Mass Domination science. Of course, you are now a 5th-level human psionicist, not a l0th-level elven wizard!"
 As always, game-logic and game balance reasons exist for these limitations. From the standpoint of game logic, the mortal brain can harbor only so many psychic powers before it turns to mush. High-level psionicists can command a wide variety of powers only by virtue of long experience and training. In terms of game balance, wishes should be introduced into a campaign only to let the players make minor adjustments to their characters' fates. If the DM allows characters to use wishes to get cheap power, the challenge and fun of adventuring quickly wear off.
Attributes: 2E, Spell

Sage Advice #187 p. 29 (November 1992), Question: 2 🔗
At what level does a multiclassed character with psionics get his powers?
 A multiclassed psionicist gains new psionic powers and PSPs each time he gains a level as a psionicist. The character's other class or classes do not affect his psionic powers, except insofar as the character's experience points are divided equally among all the character's classes.
 A multiclassed character with a wild talent gets four PSPs for every level gained in each class. Multiclassed characters do not divide new PSPs between classes as they do with hit points.
Attributes: 2E, Class

Sage Advice #187 p. 29 (November 1992), Question: 3 🔗
Can a psionicist using the Detonate science choose not to attack friendly creatures within 10' of the detonation so that they don't take damage? In other words, can a psionicist detonate an ogre's club, but choose not to damage a fighter in melee with the ogre?
 The Detonate description on page 38 certainly seems to imply that the psionicist can decide which creatures within the 10' detonation radius will be attacked. It is possible that the detonation will damage nothing—except the object that is detonated—if the user declines to attack creatures that might be in the radius.Attributes: 2E

Sage Advice #187 p. 29-30 (November 1992), Question: 4 🔗
Can the Soften devotion be used against a character employing the Body Weaponry devotion? Are the effects of the Soften devotion permanent? How large an object can be Softened? Can a Softened object be repaired?
 According to the Body Weaponry description on page 57, an arm converted into a weapon actually becomes wood or metal or both. The DM has the final say, but I suggest that the arm/weapon be subject to all effects that can alter or destroy the material including the Soften devotion, rust monsters, warp wood spells, and so on.
 Since Soften has a maintenance cost, Softening lasts only while the power is maintained. Note that if the DM is willing to spend the time, you could stage a psychic contest between the two characters, with the Body Weaponry user striving to maintain the weapon while the attacker tries to Soften it. This is playing fast and loose with the psychic contest rules (see pages 22-24), but it fits with the spirit of the game.
 As the description says, Soften can affect objects that weigh 10 lbs. or less. The DM might allow characters to Soften small pieces of larger objects, but I don't recommend it.
Attributes: 2E

Sage Advice #187 p. 30 (November 1992), Question: 5 🔗
What are the statistics for the animals listed for the Animal Affinity science?
 Statistics can be found in the various Monstrous Compendium volumes, as follows, MC1: bull (cattle or buffalo subtypes in the herd animal entry), boar (any of the three subtypes will do, but I suggest the wild boar), elephant (I suggest the African elephant subtype), grizzly bear (brown bear subtype), lion (great cat entry), panther (leopard subtype in the great cat entry), rattlesnake (normal poisonous snake subtype in the snake entry), giant scorpion (scorpion entry), tiger (great cat entry), percheron (draft horse subtype in the horse entry), and wolf. MC2: ape, barracuda, crocodile (common crocodile subtype), giant eagle (eagle entry) falcon (small hawk subtype in the hawk entry), griffon, peregrine falcon (large hawk subtype in the hawk entry), and shark (any version of the common shark subtype). MC4: stag (wild stag subtype).Attributes: 2E

Sage Advice #187 p. 30 (November 1992), Question: 6 🔗
Can a character using the Metamorphosis science move at the new form's movement rate? Does the user have any senses when Metamorphosed into an inanimate object? If not, can the user change into an object that is equipped with sense organs? Can the user physically turn into a powerful creature such as a margoyle or hatchling dragon? Can the user turn into something fanciful such as an animated chair?
 I suggest you treat Metamorphosis as a slightly altered version of the polymorph self spell (see PHB, page 161); unlike a polymorphing spellcaster, the Metamorphosis user is limited to forms that have the same mass as his own body, and he must make a system shock roll when he changes form. However, the Metamorphosis user is not limited to the forms of creatures, and can maintain an assumed form so long as he has PSPs to maintain the power. The Metamorphosis user gets the assumed form's movement rate and armor class, along with its physical attacks. He does not get special abilities such as gaze weapons, breath weapons, weapon immunities, and so on. On the other hand, the character does gain certain vulnerabilities and immunities that are intrinsic to the assumed form. Common sense must rule here. For example, while a character Metamorphosed into a werewolf cannot shift shapes (and thus avoid further system shock rolls) and is not immune to normal weapons, a character Metamorphosed into a brick is immune to normal fire simply because bricks don't burn.
 The power's description goes out of its way to say that the user can change into anything, so I'd be inclined to let PCs go wild when picking forms into which they can Metamorphose. Nevertheless, some limitations are in order, or PCs will abuse the power. I suggest that you assume that simple forms, such as bricks, have no senses except a faint sense of touch and pain. A character Metamorphosed into a brick cannot see, taste, hear, or smell. He can feel vibrations, however—even faint ones from a man-sized creature walking nearby—and he knows when somebody tries to break him. The DM could allow the character to turn into a brick with eyes, ears, and nose so the character could get more sensory input, but enemies will more easily spot the character. That character also will have some vulnerabilities a normal brick might not, such as susceptibility to stinking cloud spells and harpy songs. Likewise, a character Metamorphosed into a walking chair would have visible joints and muscles.
Attributes: 2E

Sage Advice #188, December 1992

The sage temporarily concludes his exploration of psychic mysteries this month. Unless otherwise stated, all page references refer to The Complete Psionics Handbook.

Sage Advice #188 p. 92 (December 1992), Question: 1 🔗
Is the armor class gained through the Flesh Armor devotion cumulative with the armor class gained from normal armor or magical protections?
 Generally, Flesh Armor is not cumulative with actual armor—except that an armored character who has no shield can use the "shield" created if the power check result is a 1. Treat Flesh Armor as non-magical armor when determining how it works with various magical protection items. Generally, this means that Flesh Armor is cumulative with rings of protection, but not with cloaks of protection. Flesh Armor also is not cumulative with bracers of defense or with other items that provide a fixed armor class, such as robes of the archmagi.Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 2 🔗
Can the Prolong devotion make a Ballistic Attack more powerful?
 No. The Ballistic Attack devotion is a "single item" effect, which cannot be Prolonged (see Prolong power description, page 100).Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 3 🔗
The initial cost for the Teleport science is listed as "10 + ." However, there is no "10" cost on the teleport table.
 The first "20" in the table is a typo; Teleports of 10 yards or less cost 10 PSPs. Note that this change also applies to the Teleport Other science, whose initial cost should be listed as "10 +" as well.Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 4 🔗
Can the Prolong devotion make a Ballistic Attack more powerful?
 No. The Ballistic Attack devotion is a "single item" effect, which cannot be Prolonged (see Prolong power description, page 100).Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 5 🔗
Can the Molecular Manipulation devotion be used against a character using the Body Weaponry devotion? If so, what happens to a character who has a Body Weapon broken?
 Molecular Manipulation can weaken or break a Body Weapon (see the question on the Soften devotion vs. Body Weaponry in last month's column). If the Molecular Manipulation power check succeeds, the Body Weaponry user can feel the weakness in his arm. If the Body Weaponry user stops maintaining the power and allows the Body Weapon to change back into an arm, the weakness disappears because the arm is part of a creature—no longer an object and no longer subject to Molecular Manipulation. If a Body Weapon breaks—because of Molecular Manipulation or any other cause—the Body Weaponry user loses that chunk of body mass, as though the affected limb were severed. The broken piece immediately changes back to flesh (it is cut off from the flow of psychic power that kept it in weapon form), and the DM might rule that the Body Weaponry user must immediately drop the power, although there is no game-logic reason that he couldn't go on spending PSPs to maintain the broken stump. In any case, I don't recommend any spectacular or gory effects when the Body Weaponry user does drop the power—he should just have a healed-over stump. Any means that can restore a severed limb, such as a regeneration spell or magical items, can restore the lost limb.Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 6 🔗
When using the Control Body devotion, exactly how do you hold a psychic contest between the attacker's power score and the victim's strength score? Does the psionic character make a regular power score check at all?
 Yes, the psionic character makes a standard power check when using Control Body.
 If the power check fails, the character pays four PSPs (see page 11) and he does not gain control of the victim's body.
 If the campaign uses the optional "skill score" rule (see page 11) and the attacker's roll equals his power score, then he automatically gains control (although he can lose control by forcing the victim into a suicidal action and losing the resulting psychic contest).
 If the power check roll is lower than the power score, there is a psychic contest. You hold this contest in exactly the same way you hold any other psychic contest (see page 22), except that the victim uses his strength score and the attacker uses his power score. This is because Control Body is psychokinetic; the attacker actually generates a physical force that can seize control of a victim's body. The victim however, can overcome this force by sheer physical strength.
Attributes: 2E

Sage Advice #188 p. 92 (December 1992), Question: 7 🔗
Does a weapon moved by the Telekinesis science or Ballistic Attack devotion inflict normal damage?
 Ballistic Attack can only move objects that weigh one pound or less; this excludes just about anything larger than a dagger. Any item used in a Ballistic Attack inflicts 1d6 points of damage regardless of its "normal" damage rating; this is due to the tremendous velocity the devotion generates. I suppose a sheaf arrow used in a Ballistic Attack could do 1d8 points of damage if the DM so desires, but there's no guarantee the arrow will hit the target point first, so I suggest sticking with the standard 1d6. Using Telekinesis to wield a weapon is more like normal melee, and a hit inflicts the weapon's normal damage rating. Unless you allow items such as arrows and quarrels to be used as stabbing weapons in melee, I don't recommend you allow them to be used Telekinetically either. (I know some campaigns allow characters to make stabbing attacks with arrows when there's no other weapon available. A typical "house rule" governing such attacks sets the damage at 1d2 and the arrow usually breaks when it hits.)Attributes: 2E

Sage Advice #188 p. 92-93 (December 1992), Question: 8 🔗
Does the errata on psionics supplied with the DARK SUN™ boxed set apply to all campaigns or just to DARK SUN games?
 The errata sheet supplied with the DARK SUN boxed set is a general set of corrections that applies to psionics in general, not just to DARK SUN campaigns. If you don't have a DARK SUN boxed set, you can get the errata free by sending an SASE to: TSR Inc., c/o Steve Winter, PO. Box 756, Lake Geneva WI 53147 U.S.A. Write a note saying that you'd like the errata for The Complete Psionics Handbook, TSR product #2117. Feel free to include any comments you may have.Attributes: 2E

Sage Advice #188 p. 93 (December 1992), Question: 9 🔗
If a psionic character uses the Animal Affinity science to gain the hit points of the creature he is attuned to, does any damage suffered carry over to the character's true form when the character drops the power? Do such hit points always start at the maximum when the power is first activated?
 Any ability bestowed onto the character by Animal Affinity is strictly temporary, and it completely disappears when the power is dropped or when the character chooses to assume a different animal attribute. If the character chooses to assume an animal's hit points, he in effect gets a whole new set of hit points that have nothing whatsoever to do with the hit points he has as a character. When he drops the power, his hit points immediately revert to whatever total the character had when he activated the power. If the character uses the power to assume animal hit points again, he immediately has whatever total his animalistic alter-ego had when he last used the power.
 Adjudicating hit-point recovery for characters with this power can be tricky. For playability, I suggest that "artificial" healing from first aid, magical items, healing spells, or psionics apply only to the hit-point total the character is presently using. That is, a cure light wounds spell cast on a character who is using an animal's hit points improves only the animal's hit point total. Since the unused hit point total cannot be damaged, it cannot be healed either. However, "natural" healing from rest should apply to both totals. In effect, both aspects of the character's hit points can be assumed to be at rest whenever the character is completely inactive.
Attributes: 2E

Sage Advice #188 p. 93 (December 1992), Question: 10 🔗
Does the Reduction devotion affect a character's equipment and clothing? What happens to equipment and clothing if the character rolls a 20 on the power check and doubles in size?
 According to the power description, Reduction is the opposite of Expansion. Since Expansion does not affect clothing or equipment (see page 60), it's clear to me that Reduction doesn't affect clothing or equipment either. If a Reduction user rolls a 20 on a power check, he should "pop" right out of his clothes. A DM might rule that the character suffers some damage in the process, say 1d4 to 1d8 points of damage. A strict DM will make the character roll item saving throws for anything the character was wearing; the magical fire category (see the item saving throw table in the DMG, page 39) seems to offer the most reasonable set of numbers for making such saving throws.Attributes: 2E

Sage Advice #188 p. 93 (December 1992), Question: 11 🔗
Does the Dream Travel devotion induce sleep in willing subjects? That is, can it work if the subjects aren't sleepy?
 The power description plainly requires that the psionic character fashioning the dreamscape where travel will take place must be asleep and so must any passengers he takes with him. If the DM rules that sleep isn't possible because the surroundings are too noisy or too uncomfortable, then no Dream Travel can take place. On the other hand, there is no reason to assume that characters who can make themselves somewhat comfortable and relaxed can't will themselves to drift off far enough to allow the power to work. Generally, if the characters involved are reasonably warm and dry, can sit or lie down without discomfort, and have no overt reason to feel anxious, they can be sleepy enough for Dream Travel. An unwilling victim who can force himself to stay awake cannot be compelled to Dream Travel.Attributes: 2E

Sage Advice #188 p. 93 (December 1992), Question: 12 🔗
Are the effects of the Psychic Drain devotion permanent? Can this power be used on nonhumanoids?
 Ability score losses from Psychic Drain can be permanent only if the character employing the Psychic Drain siphons away more than half of the host's psychic potential, and even then the exact effect depends on the degree of depletion (see power description, page 102). Hosts who are not depleted regain "lost" ability points when they awaken from the trance. (It's fine to assume that hosts who are prematurely awakened suffer from reduced ability scores, if any, until their hour of grogginess passes.)
 The power description specifically states that "people" must serve as hosts. In this case, it is entirely within the spirit and intent of the rules to define "people" as creatures of greater than animal intelligence. However, the DM is on his own when it comes to determining the psychic potential of a nonhumanoid creature without defined ability scores.
Attributes: 2E

Sage Advice #188 p. 93 (December 1992), Question: 13 🔗
If the Wrench devotion is successfully used on a creature that can be hit only by + 1 or better weapons, does the creature become vulnerable to normal weapons?
 Yes, it does. Wrenching completely strips the creature of its weapon immunity for as long as the power remains in effect. Note, however, that Wrench does not work on every creature that is immune to normal weapons. Lycanthropes, for example, don't have a dual, extraplanar existence and cannot be Wrenched.Attributes: 2E

Sage Advice #189, January 1993

This month, the sage answers your questions about one of TSR, Inc.'s newer products, the Dragon Kings rules supplement for the DARK SUN™ campaign setting, plus one bonus question on world-specific vs. generic adventures.

Sage Advice #189 p. 98 (January 1993), Question: 1 🔗
In the Dragon Kings hardbound for the DARK SUN setting, it is said that dual-classed clerics cannot become elementals. Does this mean that cleric/psionicists or any other class combined with a cleric/psionicist cannot become an elemental? Do the same rules apply to preservers and defilers metamorphosing?
 I looked very carefully through Dragon Kings looking for whatever passage you're asking about. I'm not sure I found it, and neither is Tim Brown, Dragon Kings author. Do yourself a favor and include a page number whenever you ask for a rules clarification. It's the only way I can be sure I'm clarifying the rule you're actually asking about.
 I assume you're referring to the text on page 56, which says a character elemental must be a human cleric/psionicist, level 20/20 (see the Prerequisites section). The character must commit to becoming an elemental immediately upon reaching 20th level as a cleric (2,700,000 xp), and cannot have any other classes. If the character quits the cleric class to follow a class other than psionicist, or takes up the psionicist class before reaching 20th level as a cleric, he cannot become an elemental. This is the intent behind the line: "No multi- or dual-classed cleric can opt to become an elemental." on page 56. (The cleric must be single classed and 20th level, then he can opt to become an advanced being by declaring his intention and switching to the psionicist class.) Note that a character cannot return to his old class once he switches (see PH, page 45). No multi-classed character of any type can become an elemental.
 Character dragons and avangions have similar requirements, except that they have to be defiler/psionicists or preserver/psionicists, respectively.
Attributes: 2E, Class

Sage Advice #189 p. 98 (January 1993), Question: 2 🔗
In DRAGON® issue #177, "Sage Advice" said that details on how the Dragon of Tyr stores magical energy would be included in Dragon Kings, but I can't seem to find it anywhere. You also said that details on how the Dragon's defiler magic affects animals would be included in the book, but I can't find that either.
 When I was writing the column for issue #177, there were plans to describe the Dragon's ability to store magic, but that changed and the details remain unrevealed. It is even possible that the Dragon has no such power at all—it could be just a myth that has sprung up to help explain the Dragon's massive power.
 Check out rules on defiling psionic enchantments on page 44; this is how the Dragon's spells kill people and animals. Tim Brown also has hinted that the Dragon might have a special life-sucking spell or psionic ability that simply produces defiling damage over wide areas. The details of this spell—if it exists at all—are unrevealed.
Attributes: 2E

Sage Advice #189 p. 98 (January 1993), Question: 3 🔗
Do character dragons and avangions take damage from defiling psionic enchantments? Is there any defense from these attacks?
 According to the rules on page 44, every living creature—except the caster—within 30 yards of a defiling psionic enchantment takes the listed damage. Dragons and avangions are powerful, but they are alive and are subject to this kind of defiling damage.
 Since psionic enchantments have a magical component, there are all sorts of ways to get protection from this effect, and two such ways follow. A scarab of protection grants the wearer a saving throw, and the wearer takes no damage if the save succeeds (see DMG, page 179). An anti-magic shell hedges out the effect, though it also shuts down all other magical items and effects within the spell's radius.
Attributes: 2E

Sage Advice #189 p. 98-99 (January 1993), Question: 4 🔗
The statistics for character drag ons in Dragon Kings, pages 37-39, don't match the summary information at the back of the book, nor does it match the description in the DARK SUN boxed set. Specifically, the summary information does not mention the psionic abilities listed on page 39—which give a 30th-level dragon 20 sciences and 35 devotions. Meanwhile, the boxed set gives the Dragon of Tyr a psionicist level of 20 (or 25, depending on which section you read), the ability to cast spells and use psionics simultaneously, and regeneration at 10 hp a round. Also, the hit-dice listings are widely different in all three places, and the burrowing movement rate of 6 listed in the boxed set is not mentioned in either section of Dragon Kings. Finally, the footnote on the jumping movement rating in the supplement reads: "now has a 'jumping' movement rate of 5 (should be 6)". What does this mean? Is the jumping rate 5 or 6?
 The mismatch within the Dragon Kings book is an editorial error. The text on dragons got changed in one section of the book, but not in the other—this kind of thing happens more often than anyone would like. Here are my unofficial suggestions for resolving the contradictions:
 Use the psionic powers listed on page 39; this gives the Dragon of Tyr six disciplines, 20 sciences, 35 devotions, and five defense modes. Use the powers listed in the boxed set (see the "Monsters of Athas" section in the Wanderer's Journal). Pick the additional 10 sciences and 11 devotions yourself, and assume that the powers listed in the Wanderer's Journal are the ones the Dragon uses the most. Note that the five defense modes listed in the Wanderer's Journal under the Telepathy discipline do not count toward the Dragon's total number of powers (see the Complete Psionics Handbook, page 14).
 Use the hit-dice listings from the supplement at the back of Dragon Kings. This matches the table on page 37 at every level except 21, where the dragon should get +20d4, not + 10d4. Note that the Dragon of Tyr has nearly maximum hit points for a 30th-level dragon (250 out of a possible 254, assuming no Constitution bonuses).
 The burrowing movement rate seems to have been dropped by mistake; I'd add it at 27th level.
 The parenthetical note about increasing the jumping movement rate to 6 probably was an editor's note that accidentally found its way into the book. Since most movement rates in the AD&D® game are evenly divisible by three, somebody probably wanted the listing changed. I don't see any reason not to leave the jump rating at 5, which is how it is listed in the Wanderer's Journal, but go ahead and increase it to 6 if it makes you happy.
 The Dragon of Tyr's regeneration power and ability to use spells and psionics simultaneously are unique to it—it's a special beast, even as fully matured Athasian dragons go. The exact reasons this dragon is so special are unrevealed, but they might be uncovered in an upcoming DARK SUN game product or novel.
Attributes: 2E

Sage Advice #189 p. 99 (January 1993), Question: 5 🔗
The statistics for character avangions in Dragon Kings, pages 42-44, don't match the summary information at the back of the book. Are the various effects of the avangion's aura cumulative or do the various powers replace each other? If they replace each other, can an advancing avangion opt to forego a higherlevel effect to keep a lower-level one? Do avangions have psionics?
 Except for the hit-dice column, the summary section is correct. The hit dice column should read: 21st-level 20d4 + 10; 22nd-level 25d4 + 10; 23rd-level 29d4 + 10; 24th-level 32d4 + 10; 25th-level 35d4 + 10; 26th-level 39d4 + 10; 27th-level 44d4 + 10; 28th-level 50d4 + 10; 29th-level 58d4 + 10; 30th-level 68d4 + 10. Avangions gain new movement rates, and other powers as shown in the summary, not as described in the text on pages 42-44.
 Avangions are preserver/psionicists. They retain the psionic powers they had as 20th-level psionicists and gain one additional science and one additional devotion at each level, just as dragons do.
 Each new property of an avangion's aura is cumulative, as described on page 44.
Attributes: 2E

Sage Advice #189 p. 99 (January 1993), Question: 6 🔗
Can avangions and dragons hurt each other with physical attacks? Or does their immunity to weapons—considerable immunity in the case of avangions—prevent this? Can a dragon's breath weapons hurt an avangion?
 Although avangions and dragons are characters, their status as advanced beings allows them to use table 48 on page 69 of the DMG. Any dragon or avangion counts as a +4 weapon simply by virtue of its hit dice. Avangions of 28th level and above are immune to a dragon's physical attacks, since the equivalent of a +4 weapon is the limit for creatures. However, a dragon's breath weapon inflicts both fire and abrasion damage; avangions of any level are not immune to either attack form and can be affected.Attributes: 2E

Sage Advice #189 p. 99-100 (January 1993), Question: 7 🔗
Can dragons use the various forms of dragons' special attacks as listed in the Monstrous Compendiums such as snatches, plummets, and wing buffets? Do dragons and avangions use special spells that have no material components the way Monstrous Compendium dragons do? This would seem essential for high-level avangions, who have no appendages.
 The DM, of course, has the final say, but I suggest that any dragon that can fly be allowed to make snatches and plummets. Just apply the MC formulas to the Dragon Kings claw and bite ratings. Use the tail—attack ratings from Dragon Kings. I'm inclined to think that Athasian dragons are not built in quite the same way as dragons are on other worlds, and I suggest that you disallow wing buffets. Likewise, I don't think Athasian dragons should kick.
 Dragons and avangions use the same rules for spell-casting as other characters do, including casting times, and various components. It is unclear exactly how they accomplish this, especially in the case of high-level avangions. Note that while an advanced being can't launch spells any more quickly that any other spell-caster can, the DM should assume that they always have some way to complete any other requirements. Avangions, for example, can be assumed to flutter their wingtips to complete somatic components. Both dragons and avangions can be assumed to have some way to get at material components if that optional rule is in effect. Material components might be manipulated psionically, plucked from a pocket dimension, regurgitated from the gut, or whatever. Advanced beings are powerful enough to bend the rules a little bit when necessary.
Attributes: 2E

Sage Advice #189 p. 100 (January 1993), Question: 8 🔗
The descriptions of two of the new psionic powers in Dragon Kings seem a little odd to me. The Teleport Object power on page 142 is listed as a Psychokinetic devotion, but shouldn't it be Psychoportive since it has Teleport as a prerequisite? Also, Return Flight on page 146 is listed as a Psychometabolic devotion, but wouldn't it be better as a Psychokinetic devotion?
 Although it is not common for a power to have a prerequisite from another discipline, there are several precedents in the Metapsionic discipline. Teleport Object was placed in the Psychokinetic discipline because it involves manipulating objects; Psychoportation involves personal movement by the power's user. If that doesn't satisfy you, change the Teleport Object prerequisite to Telekinesis.
 You have a better case with the Return Flight devotion. Since the user is manipulating an object, it sure seems to belong in the Psychokinetic discipline. I suspect it was placed within Psychometabolism to maintain game balance and because the user isn't just hurling objects around (as in the Ballistic Attack power); instead, he "programs" a missile to return to him if it misses. As such, it augments the user's ability in using missiles rather than granting the user a wholly new ability.
Attributes: 2E

Sage Advice #189 p. 100 (January 1993), Question: 9 🔗
In DRAGON issue #178, you said gladiators use the paladin/ranger advancement table, but page 14 of Dragon Kings says gladiators reach 20th level when they earn 3,000,000 xp, and that's what fighters need for 20th level.
 Gladiators do use the paladin/ranger table. The figure in Dragon Kings should be 3,600,000. This is official and came straight from Tim Brown, Dragon Kings author and director of product research and development at TSR, Inc.Attributes: 2E, Class

Sage Advice #189 p. 100 (January 1993), Question: 10 🔗
What do you do with an Athasian wizard's or cleric's wild talent if he opts to become an advanced being and quits his original class to become a psionicist? Does he keep the power? What happens to the character's PSPs?
 The easiest way to handle this is to let the character keep the wild talent and PSPs in a separate pool. "Sage Advice" discussed the details in DRAGON issue #184.Attributes: 2E, Class

Sage Advice #189 p. 100 (January 1993), Question: 11 🔗
Page 36 of the DARK SUN boxed set's Rules Book says Athasian bards don't learn wizard spells, but the Ranis Inika character on page eight of the Dune Trader sourcebook does have spells. I don't get it.
 You are the victim of a gross error. Ranis Inika has no spell list, but she can manufacture any of the poisons shown on the table on page 36 of the DARK SUN Rules Book and has the following thief abilities: PP 65; OL 55; FT 65; MS 70; HS 70; DN 45; CW 90; RL 20.Attributes: 2E

Sage Advice #189 p. 100 (January 1993), Question: 12 🔗
Why does TSR, Inc. spend so much time and energy producing so darn many game worlds? There must be at least 10 of them if you count the softcover books. Why don't you concentrate on something for those of us who play on our own game worlds—like a good old-fashioned adventure or two?
 With something like 3,000,000 + AD&D game players out there, variety is a must. That's why TSR, Inc. cranks out so many game worlds. One or two of them might be allowed to retire gracefully, but each of them has a cadre of dedicated fans who scream very loudly when their favorite world gets ignored. (Here's good news for readers who fall into this category: TSR, Inc. soon will start a "Classics" line that will feature a product for each world once a year.)
 Actually, there have been plenty of pure adventures published in the last two years. Here's some examples right off the top of my file cabinet: Wizard's Challenge (TSR product #9359), Haunted Halls of Eveningstar (#9354), Treasures of Greyhawk (#9360), and Rary the Traitor (#9386). Wizard's Challenge has the virtue of being generic—the set-up does not depend on any particular AD&D game setting, but it is designed for one-on-one or small-group play. The other products are designed for normal groups, but are set on particular worlds. This shouldn't be an impediment to DMs who have developed their own worlds, however. Any commercial scenario can be dovetailed into a homespun campaign. The premises behind some of these scenarios might not fit your particular campaign, but not every generic adventure will either. You shouldn't ignore a packaged adventure just because you're not interested in the world logo on the front cover. Smart game shoppers read the back-cover copy, or ask another gamer or a store employee about what's inside before deciding what to buy.
Attributes: 2E

Sage Advice #190, February 1993

This month, our sage continues to focus on questions about some of TSR's newer products.

Sage Advice #190 p. 76 (February 1993), Question: 1 🔗
Where the heck is Zalchara, the Land of Fate?
 Zakhara can be anywhere the Dungeon Master decides to put it. There is no place for Zakhara on Athas, the world of the DARK SUN™ setting, On Toril, the world of the FORGOTTEN REALMS® setting, Zakhara is located south of the Great Sea and west of the southern portions of Kara-Tur. Zakhara has no official location on TSR, Inc.'s other published worlds.Attributes: 2E

Sage Advice #190 p. 76 (February 1993), Question: 2 🔗
The AL-QADIM™ Arabian Adventures book says that all races can be sha'irs, even dwarves and halflings. What is the level limit for halflings?
 I suggest level 10, just like dwarves. I also recommend that you also give halfling sha'irs a 20% chance for ability failure, like dwarves have (see Arabian Adventures, page 43).Attributes: 2E

Sage Advice #190 p. 76 (February 1993), Question: 3 🔗
What does a ring of wizardry do for a sha'ir? How about a pearl of power? Would a potion of speed or Wallac's potion of speed casting (1992 Collector card #272) reduce the time needed for a sha'ir's gen to find a spell? If not, what sort of item would?
 A ring of wizardry does nothing for a sha'ir, as they cannot understand the ring's workings, nor use its power. A ring of wizardry doubles the number of spells a wizard can prepare each day, and sha'irs do not prepare spells daily. They send out their gens to look for spells as needed. Even if a sha'ir could understand how to use a ring of wizardry, the sha'ir's gen still would only bring him one spell at a time and would not depart to search for a new one until the current spell was cast or had expired (see Arabian Adventures, pages 98-99).
 A pearl of power might work for a sha'ir, but I recommend against it. The item description implies that a pearl's function is based upon a wizard's daily spell preparation, insofar as the pearl only can recall a spell that was part of the wizards most recent preparation. On the other hand, one could argue that a pearl of power can recall any spell (of the appropriate level) that the user has memorized on a given day. The case can be made that a sha'ir has "memorized" a spell when his gen delivers it, In this case, the pearl can recall a spell only if the sha'ir has taken "delivery" of a spell of the pearl's level during the day that the pearl is used. For example, a sha'ir who owns a pearl of power keyed to second-level spells could not use it on a given day until his gen had successfully found and delivered a second. level spell.
Wallac's potion of speed casting cannot shorten the time a gen requires to locate a spell. I suppose a wish could reduce the time to whatever the minimum would be for the type of spell being sought. For example, a sha'ir could wish that his gen would bring back a "native" sixth-level spell in seven rounds. Any attempt to break the minimum-time requirement using a wish should not only fail, but should immediately result in extra-planar attention for the sha'ir as explained under "The Perils of Priest Spells," on page 99—even if the gen is not seeking a priest spell. Stern DMs might roll for extra-planar attention whenever a wish is used to speed spell delivery.
 Note that a sha'ir can benefit from Wallacks potion of speed casting. Once the sha'ir's gen has delivered a spell, the sha'ir must follow all the normal rules for spellcasting, including casting time, which can be reduced by Wallac's potion of speed casting.
 As "Sage Advice" has pointed out before, potions of speed, haste spells, and similar other magics never shorten a spell's casting time.
Attributes: 2E

Sage Advice #190 p. 76-77 (February 1993), Question: 4 🔗
Please explain the use of segments in the DARK SUN setting. The wall of ash spell in the Dragon Kings book uses them. In a previous "Sage Advice" column, you said the current AD&D® game does not use segments, What gives?
 The AD&D 2nd edition game does not use segments, and the reference to them in the wall of ash psionic enchantment description (Dragon Kings, page 112) is an error. The spell's creator probably was thinking in terms of the original AD&D game, where a melee round was broken down into 10 segments.
 Spending a full round in contact with a wall of ash causes 10d10 hp; getting away from the stuff in less than a full round reduces the damage. The easiest way to keep track of this damage is to use the standard initiative system from the current game. For example, Prythony the mul gladiator loses a wrestling match with an opposing half-giant and gets pinned in a wall of ash. If the half-giant's attack came on an initiative number of "7," Prythony probably will spend the rest of the round in the ash, and will suffer 3d10 points of damage, one die on each remaining initiative number (8, 9, and 10). If Prythony rolls free during the next round after getting an adjusted initiative of "4," he'll suffer another 4d10 points of damage. Undoubtedly, things are going to be a lot more complex than this if wall of ash actually get used in play. However, the DM is going to have to be prepared to deal with such things as they arise—that's one consequence of running a campaign where characters have access to magic as powerful as wall of ash.
Attributes: 2E, Spell

Sage Advice #190 p. 77 (February 1993), Question: 5 🔗
Issue #185 of DRAGON® Magazine included a Monstrous Compendium sheet for a DARK SUN setting creature called the baazrag. The sheet describes a shy, weak creature that can be kept as a pet or to catch vermin. In contrast, the novel The Verdant Passage presents the baazrag as a gladiatorial beast that is "400 pounds of fur and muscle." Can you set things straight?
 My researches into this question yielded two possible answers. One, the baazrag (pronounced BAAZ-rag) is indeed a pint-sized, timid creature, while the baazrag (pronounced baas-RAG) is a much rarer, ferocious giant. An inexplicable linguistic quirk gave both creatures similar names, (Hey! Don't look at me like that, that's what someone in the know told me!) Two, a normal baazrag is small and generally inoffensive, but some institution or individual who breeds and trains domesticated baazrags managed to, at least once, produce a 400-pound mutant specimen with the nasty disposition that's particularly well suited for ripping gladiators to shreds.Attributes: 2E

Sage Advice #190 p. 77 (February 1993), Question: 6 🔗
The Tales of the Lance boxed set says tinker gnomes get one nonweapon proficiency slot for every two levels and one weapon proficiency slot every 10 levels. However, the DRAGONLANCE® Monstrous Compendium says they get one weapon proficiency and three nonweapon proficiencies every two levels. Which is correct?
 With the arrival of Tales of the Lance, tinker gnomes get fewer proficiencies overall and fewer weapon proficiencies (see World Book of Ansalon, page 94). The Monstrous Compendium and the earlier DRAGONLANCE Adventures hardback are not necessarily wrong, but the newer boxed set has changed the rules to make tinkers a lot less warlike and generally less competent.Attributes: 2E

Sage Advice #190 p. 77 (February 1993), Question: 7 🔗
How much damage does the kender sashik do? Page 73 of the World Book of Ansalon lists the damage as 1d8 + 1/1d10 + 1, but the Tales of the Lance DM's screen lists the damage 1d6 + 1/1d4 + 1. Also, what do the various "weapon type" codes on the DM's screen mean? They don't match the types listed on weapons table in the Player's Handbook.
 The damage listed for the sashik in the DM's screen is correct. The listing on page 73 is a typo.
 The weapons table on the DM's screen does use the same weapon types as the PH; they're just formatted differently from the listings as they are presented on pages 68 and 69 of the PH. For example, the sashik is listed as type SB; this indicates that the weapon can do both Slashing damage (because it can be fitted with hooks) and Bludgeoning damage. In the PH format, this would be listed as type S/B.
Attributes: 2E

Sage Advice #190 p. 77-78 (February 1993), Question: 8 🔗
I'm having some difficulty understanding what spells and powers the gods of Krynn grant their priests: Mishakals entry names eight spheres of spells that she grants plus the spells prayer and remove/bestow curse. What do these two "plus" spells mean? How and when are the "powers per level" granted? One of the powers Kiri-Jolith grants is a +1 bonus to attacks on evil creatures; is this granted once a day or as many times as the cleric wishes?
 The "plus" spells in each deity's list are spells the deity grants to his clerics even though they are not included among the spells covered by the deity's spheres. For example, Mishakal grants prayer from the Combat sphere and remove/bestow curse from the Protection sphere even though she does not grant other spells from these two spheres. "Plus" spells must be prayed for and memorized just like any other clerical spell.
 The "powers per level" appear after each deity's name. Nonspell-like powers, such as bonuses to saving throws or attack rolls, are continuous and function whenever they are applicable. For example a priest of Kiri-Jolith always gets a +1 bonus to attacks vs. evil creatures.
 Spell-like powers are granted once a day. These powers function just like the spells they are named after except that the cleric need not pray or meditate to get them—they are automatically granted each day. Each power's casting time is the same as the spell. If an effect's range, duration, etc. varies with the caster's level, use the priest's actual level to adjudicate the effect. For example, if a 10th-level priest of Majere uses the granted power silence 15' radius, the effect lasts 20 rounds. Unfortunately, this information is incomplete; what is missing are the numbers that indicate what level a priest has to reach to be granted the power. Here are the complete "powers per level" entries, courtesy of two Tales of the Lance designers, Harold Johnson and John Terra:
 Paladine: 2) know alignment, 5) flame strike. TU: turn.
 Mishakal: 2) animal friendship, bless/curse, endure cold/heat, resist fire/cold; 5) chant, silence 15' radius; 7) stone shape, water walk; 9) holy word; TU: turn.
 Majere: Once a day, a priest of Majere can cast his medallion of faith on the ground, where it becomes a giant hornet that will defend the priest; 5) giant insect; 7) repel insects, insect plague; 9) creeping doom; TU: nil.
 Kiri-Jolith: All priests of Kiri-Jolith receive a +1 on attacks against all evil opponents; 1) detect snares and pits; 2) find traps, heat/chill metal; 4) magical vestment; 6) cloak of bravery; 8) quest; 9) heroes' feast; TU: turn.
 Habbakuk: 3) create food and water; 5) commune with nature 7) heroes' feast, speak with animals, forbiddance, conjure animal. TU: nil.
 Branchala: All clerics of Branchala gain +2 on any artistic proficiency; 1) detect snares and pits; 2) slow poison; 3) create food and water, neutralize poison; 8) quest; 9) aerial servant, heroes' feast; TU: nil,
 Solinari: All clerics of Solinari gain a +2 bonus against any magical attack; TU: nil.
 Takhisis: 2) detect good, spiritual hammer; 4) create food and water; 5) flame strike; 9) unholy word; TU: command.
 Sargonnas: All priests of Sargonnas get a +2 to saving throws, attack rolls, and morale when they are on a mission of vengeance; 6) protection from fire; 9) animate object; TU: turn.
 Morgion: 5) create food and water; TU: command.
 Chemosh: All priests of Chemosh gain a +2 on their undead command attempts. They also can recognize all forms of undead on sight; 9) animate object; TU: command.
 Zeboim: TU: command.
 Hiddukel: TU: command.
 Nuitari: All priests of Nuitari gain a +2 bonus against any magical attack; TU: nil.
 Gilean: All priests of Gilean gain a bonus of +1 on any nonweapon proficiency check, they also receive one bonus nonweapon proficiency per level of experience; 1) speak with animals; 3) messenger; TU: turn.
 Sirrion: All priests of Sirrion gain a bonus of +1 per die of damage for fire-based spells; 2) +1 to saves vs. fire; 4) fireball; 6) flame strike; TU: nil.
 Reorx: All priests of Reorx gain a +2 on any nonweapon craft proficiency; TU: turn creatures of darkness and shadow.
 Chislev: TU: nil.
 Zivilyn: TU: turn.
 Shinare: All priests of Shinare get +1 XP per 10 stl of treasure earned/acquired; 3) locate/obscure object; TU: nil.
 Lunitari: All clerics of Lunitari gain a +2 bonus against any magical attack; TU: nil.
 The number immediately preceding the name of a spell-like power indicates the level at which to power is first granted to the priest. If there is no number proceeding the power, any priest of the deity can use it. All granted powers are cumulative. For example, a 6th-level priest of Paladine can use know alignment and flame strike once a day and can turn undead as a 6th-level cleric.
Attributes: 2E

Sage Advice #190 p. 78 (February 1993), Question: 9 🔗
What creatures can priests of Reorx turn with their ability to turn "creatures of darkness and shadow"? Why do priests of the evil deity, Sargonnas, gain the ability to turn undead? Isn't this a misprint?
 Priests of Reorx can turn any creature with the ability to drain ability scores or life energy, whether they are undead or not. For example, a priest of Reorx has no power over undead such as skeletons or ghosts because they have no draining ability (the ghost's aging attack is not a draining attack). However, priests of Reorx can turn undead such as wights or shadows because these undead can drain life energy or ability scores. Likewise, priests of Reorx can turn non-undead creatures such as fetch, which have a draining attack. Priests of Reorx use table 61 from the PH (page 103) to resolve turning attempts, If a creature is not listed on the table, use the line from the table that shows the creature's hit dice.
 Priests of Sargonnas do turn undead. Since the ability to turn undead allows priests and clerics to blast many types of undead to dust, the Tales of the Lance designers felt that this would be an appropriate ability for priests of Sargonnas, Krynn's deity of fiery destruction.
Attributes: 2E, Class, Turn Undead

Sage Advice #190 p. 78 (February 1993), Question: 10 🔗
The dates given for the delving of Kal-Thax on page 59 of the World Book of Ansalon contradict the dates given on page 5, in the "River of Time" section. Which are correct?
 The "River of Time" dates, 3100-2900 PC, are the correct ones.Attributes: 2E

Sage Advice #190 p. 78 (February 1993), Question: 11 🔗
According to the note on page 86 of Tales of the Lance, a sword knight of Solamnia gets spells by meditating half-an-hour for each level of spell, but can meditate for spells only six hours a day. At that rate, no sword knight above 11th level can get a full complement of spells in one day. Is this a mistake? What spheres can sword knights use?
 There's no mistake. Actually, it takes even longer for a high-level sword knight to gain a full complement of spells than you think. Check out the text on sword knights on page 85. Not only can a sword knight meditate for spells only six hours a day, he can only meditate for spells one day a week. Sword knights can have large reserves of spells if they need them, but they are not priests and do not have easy access to spells.
 Sword knights are granted spells from the same spheres as priests of Kiri-Jolith (see page 86), but they do not get the priests' granted powers.
Attributes: 2E

Sage Advice #190 p. 78 (February 1993), Question: 12 🔗
On page 116 of DRAGON issue #174, there is a photo of a displacerbeast miniature with four legs. Now, the cover of the Monstrous Compendium Volume One shows a displacer beast with six legs. However, the artwork in the displacer beast entry in the same volume shows the creature with four legs, while the text in the entry says a displacer beast has six legs. Well, which is it—four legs or six?
 The DM has final say on this matter, not that it really makes any difference;—displacer beasts can get around on four legs at least as well as they can on six. Nevertheless, the text in the Monstrous Compendium is the official and definitive authority on this matter, so displacer beasts officially have six legs, not four. I suspect that the both the artist who did the Monstrous Compendium cover painting and the designer who wrote the text looked at the displacer beast illustration in the original Monster Manual that showed the creature with six legs. The interior artist for the Monstrous Compendium probably didn't read the text before finishing the art, and the figure sculptor probably worked from the interior illustration and presumably didn't read the text either.Attributes: 2E

Sage Advice #191, March 1993

This month, the sage considers your comments about "Sage Advice" itself, then looks at some questions that defy classification.

Sage Advice #191 p. 78 (March 1993), Question: 1 🔗
Back in DRAGON issue #177, you said the commune with nature spell should be in included in the Elemental sphere. What do the elements have to do with nature, and why would the elemental powers grant such a spell?
 First, I'll remind you that the commune with nature spell is officially part of the Elemental sphere, as I explained in some detail in issue #177. I don't know exactly what you mean by "elemental powers." However, Elemental magic is not the sole province of the powers that rule the elemental planes. Just about every nature deity in the AD&D® 2nd Edition game grants its priests major access to Elemental spells, as even a cursory glance through Legends & Lore and other rule-books where deities are detailed will show. I assume the game logic behind this is the fact that nature—at least in the AD&D 2nd Edition game—is composed of the four basic elements: air, earth, fire, and water. In terms of game balance, this change allows druids, and other nature priests who do not have major access to the Divination sphere, to cast the commune with nature spell. I think most Dungeon Masters and players would agree it is silly to deny the commune with nature spell to druids, who are the quintessential nature priests.Attributes: 2E

Sage Advice #191 p. 78 (March 1993), Question: 2 🔗
You were being too hard on the reader who asked about the Dimensional Door psionic devotion in issue #184. Where did you get the idea that one door always has to be right in front of the psionicist? The psionicist can put the doors anywhere he wants them, as long as they are in range.

 I think you were a lot more complex than you needed to be when answering the question about "raining monsters" and the Dimensional Door psionic devotion in issue #184. Where in the power description is there anything that suggests two-way travel between the two doors is possible?

 Regarding the placement of Dimensional Doors: Reread the second paragraph of this devotion's description (CPH, page 69), and you'll discover that one portal appears in front of the psionicist and only the second portal can be freely placed anywhere within range. The DM is left to decide what constitutes the psionicist's "front" in this case, but the definite intent here is not to put this under the psionicist's control; exactly where the first portal should appear is up to the DM, but the spirit of the devotion's description would suggest that it should appear directly in front of the psionicist and about an arm's length away. CPH-designer Steve Winter points out the psionicist has some control over the first portal's location just by deciding where he is facing when using the power. Steve also points out, however, that the portals are immobile once created, so if the psionicist turns around while maintaining the power, his back will be to the portal.
 Regarding the direction of travel: As CPH-editor Andria Hayday points out, the fifth sentence of the description's second paragraph clearly states a creature can enter either portal and immediately step out of the other portal.
Attributes: 2E

Sage Advice #191 p. 78 (March 1993), Question: 3 🔗
I was flipping though my old back issues when I ran across your discussion of why chain mail is more expensive than ring mail, an inferior armor type. Why is chain mail, with all those individual links of chain, cheaper than plate mail or plate armor?
 Plate mail in either version of the AD&D game is a suit of chain mail with several solid metal plates worn over it for extra protection, so it should be no surprise that it is more expensive than simple chain mail.
 Plate armor is more expensive than either plate mail or chain mail because it has to be custom-fitted for the wearer, while plate mail and chain mail can be worn "off the rack." Furthermore, plate armor is much more intricate than plate mail. A complex system of hinged plates covers the wearer's joints (in a suit of plate mail, the underlying chain mail does this job). Large or small, all the plates in a suit of plate armor are manufactured from thick, high-quality steel that is carefully hammered into the correct shape while the metal is cold. This process not only requires very good steel, it requires large pieces of steel that have a consistently high quality throughout. Chain mail, on the other had, can be manufactured from whatever bits and pieces of iron or steel the armorer has lying around.
 Also, while making chain mail's many separate links is arduous, the armorer has the luxury of tossing out badly made links. An armorer who is hammering out a whole breastplate can't afford even small mistakes—if there is an error, an entire piece has to be thrown out or laboriously remade.
 Finally, plate armor has to be periodically heated and cooled again during manufacture to restore the metal's strength and flexibility in a process called annealing. The armorer must carefully judge just how far he can push, pull, and bend the metal before it has to be annealed. Proper annealing makes a suit of plate armor very strong, but too much annealing yields metal that is much too weak to provide good protection. This additional opportunity for error makes plate armor production even more costly.
Attributes: 2E, Scroll

Sage Advice #191 p. 80 (March 1993), Question: 4 🔗
Is it possible for a character group from Athas to be transferred to the RAVENLOFT® setting? Can a ship's crew in a SPELLJAMMER® campaign be transferred to the RAVENLOFT setting? If so, what would prevent them from just sailing off into wildspace and escaping? Does a party that leaves the Demiplane of Dread have to return to its home plane, or can it go somewhere else?
 The mists of Ravenloft can entrap characters from any AD&D game setting. A spelljamming ship's crew who find themselves in Ravenloft have the same problems as any other adventurers—they are trapped until they can find a way out. Attempting to fly into wildspace from the Demiplane of Dread will bring the ship into contact with the Mists, which returns the ship to a random location in Ravenloft. Ravenloft is a demiplane, not a crystal sphere, and has no wildspace to explore (though an imaginative DM always can modify this as she sees fit).
 Most groups who manage to escape from Ravenloft do so through a dimensional portal they have discovered. The DM is free to decide exactly how the PCs reach a portal, and where such a portal leads.
Attributes: 2E

Sage Advice #191 p. 80 (March 1993), Question: 5 🔗
If a defiler from the DARK SUN® setting casts a spell from a preserver scroll, or vice versa, what type of magic would be released?
 Generally, a spell cast from a scroll functions exactly as if the character who wrote scroll cast it from memory; a defiler scroll thus releases defiling magic and a preserver scroll releases preserving magic. I recommend you allow Athasian wizards to automatically know the type of magic on a scroll when they cast read magic spells to discover the scroll's contents. However, preserving is a more careful and thoughtful approach to magic than defiling, which is a sort of quick-and-dirty magic. If the DM chooses, it is reasonable to assume preservers can make adjustments while reading a scroll that prevent defiling. Likewise, it is reasonable to assume defilers can take shortcuts while reading a preserver scroll in order to release a defiling effect. In these cases, the adjustments are optional and should happen automatically if the character decides to make them. Note whenever an Athasian wizard writes a spell into his spell book, he writes according to his approach to magic, that is, preservers write preserving spells and defilers write defiling spells, even if the spell was discovered on a scroll written by the other type of wizard.Attributes: 2E

Sage Advice #191 p. 80 (March 1993), Question: 6 🔗
If a defiler from the DARK SUN setting escaped the world of Athas and wound up casting spells somewhere else, what affect would his magic have on the surroundings and how long would it take before someone noticed?
 This is up to the DM. It's possible that defiling works only on Athas. If the DM decides defiling works in other places, then any defiling spell creates an area of lifeless ash according to the amount of plant life in the area where the spell is cast (see the DARK SUN set's Rules Book, page 60). How long it takes the locals to notice the devastation depends on where the defiler starts casting spells, who witnesses the spellcasting, how alert and caring the local deities are, and a whole host of other factors too numerous to mention here. Common sense has to be your guide. If the defiler casts a spell under the royal court wizard's nose, the locals will immediately notice something is up. If the defiler winds up on a deserted island, it's possible nobody ever will notice.Attributes: 2E

Sage Advice #191 p. 80 (March 1993), Question: 7 🔗
Hey! Have half-orcs left the AD&D game permanently, or will there be rules for them be released soon?
 In April, TSR will release The Complete Book of Humanoids, which will include rules for PC half-orcs and many other types of humanoids. Pretty much everything you need for oddball humanoid PCs will be provided, including class and level limits, character kits, and new proficiencies.Attributes: 2E

Sage Advice #192, April 1993

This month, our sage pauses for his annual look at questions that are just a tad unusual. One hundred percent of the questions presented here were submitted—in writing—by the readership of this magazine (you know who you are). The questions have been edited only to improve readability.

Sage Advice #192 p. 76 (April 1993), Question: 1 🔗
What effect does a nilbog have on a spelljamming helm and how many Small-size humanoids can you stuff into a hammership and still sail it? While we're on the subject, how much damage does a spelljamming ship do when it rams a planet-bound target?
 Beyond the fact that healing magic causes them damage, nilbogs have no particular effect on the way magical items and devices function. The chief consequence of having a nilbog in the vicinity is that creatures tend to act in a contrary fashion.
 Based on the passenger and cargo capacities for a hammership, I'd estimate you could haul about 120 Small creatures (four per ton of cargo capacity) in addition to the crew of 24; however, this wouldn't leave much space for a shipboard volleyball league. If you stacked up the passengers like cordwood instead of letting them sit or stand, you probably could double the passenger load (another 120 creatures). In any case, once you put more than 60 creatures on a hammership you'd better be planning on a short trip because the air is going to run out fast.
 If a spelljamming ship rams a structure, use the ramming rules from the SPELLJAMMER® boxed set or the War Captain's Companion and the fortifications rules from the BATTLESYSTEM™ Miniatures Rules. Unless the spelljamming ship performs a violent maneuver just before ramming the structure, assume that the ram automatically hits. Assume the hit ratings on page 82 of the BATTLESYSTEM rules equal hull points.
 The basic formula for damage is ship tonnage divided by 10, then multiplied by the ship's SR (Ship's Rating). In an atmosphere, one point of SR equals a movement rate of 24. Treat all ramming attacks against structures as head-on rams (see War Captain's Companion: Book 3, page 8); therefore the spelljamming ship itself suffers damage equal to half the damage inflicted on the structure—using your ship as a siege engine can work in a pinch, but it's a losing proposition in the long run. If the attacking ship is not equipped with a ram, use the crash rules instead.
 If a spelljamming ship rams a creature, the damage is 1d6 for each hull point normally inflicted by the ram. Therefore, a 50-ton ship moving at a speed of 48 (SR 2, slow for a spelljamming vessel) would inflict 10d6 points of damage. Generally, however, creatures of less than Gargantuan size cannot be rammed by spelljamming ships as they can just step out of the way. In any case, the helmsman must hit the creature's armor class.
Attributes: 2E

Sage Advice #192 p. 76 (April 1993), Question: 2 🔗
What is a ziggurat and why is Kalak building one?
 A ziggurat is a stepped or terraced pyramid; you probably can find a picture of one in a book about the ancient Middle East or pre-Colombian Central America or in an encyclopedia. Kalak is an evil sorcerer king from the DARK SUN™ world. Exactly why he ordered his ziggurat built is just one of many nifty little secrets awaiting the fans of DARK SUN games and novels, and I won't spoil it by revealing it here.Attributes: 2E

Sage Advice #192 p. 76 (April 1993), Question: 3 🔗
Can a magical staff or quarterstaff be made into a morning star and still retain its enchantment? If my character (Intelligence 14) placed several iron spikes into one end of the staff, would this destroy the magic?
 No, you can't make a staff into a morning star, no matter what your character's Intelligence score is. A staff just doesn't have the necessary mass. Yes, driving spikes through one end of a staff will ruin it, no matter what your character's Intelligence score is. A staff is thin enough so that it will split if somebody starts driving spikes through it, and it is even more prone to splitting near the ends.Attributes: 2E

Sage Advice #192 p. 76 (April 1993), Question: 4 🔗
If a character were to cast flesh to stone on a kender, and then rock to mud, then molded the mud into the shape of say, a kobold, then cast mud to rock followed by stone to flesh, would the end result be a kobold or just a lifeless mess of kender parts?
 This is up to the DM, but I'm inclined to favor the "lifeless mess of kender parts." Petrified characters can survive a great deal of damage to their stony forms, but major damage results in injury or deformity (see stone to flesh spell description on page 181 of the PH). In other words, what happens to the stone form happens to the creature. At some point, abuse inflicted on a petrified creature has to spell death. Disintegration, for example, obliterates a petrified creature. Reducing the creature's body to a homogenous, liquid mass is just as fatal as grinding it into tiny bits.Attributes: 2E, April Fools, Spell

Sage Advice #192 p. 76-77 (April 1993), Question: 5 🔗
Can you please publish information on which of the new spheres of priest spells from the Tome of Magic are granted by the deities from The book, FORGOTTEN REALMS® Adventures? If you publish the answer to this question, I'll send you $20.00. I'm serious.
 Gosh, my first bribe.
 Okay, try these unofficial suggestions on for size. I picked them mainly to match the spheres with each deity's portfolio, personality, and alignment. Generally, I gave more new spheres to the greater powers than to the lesser and demi powers.
Auril: Major: Time; Minor: Wards;
Azuth: Major: Thought; Minor: Law;
Beshaba: Major: Chaos; Minor: Time;
Chauntea: Major: Time, Wards; Minor: Travelers;
Cyric: Major: War, Time; Minor: Numbers;
Denier: Major: Thought; Minor: Time;
Eldath: Major: Wards; Minor: Travelers;
Gond: Major: Numbers; Minor: Wards;
Helm: Major: Wards; Minor: War;
Ilmater: Major: Law; Minor: Wards;
Lathander: Major: Thought; Minor: Time;
Leira: Major: Time; Minor: Chaos;
Lliira: Major: none; Minor: Thought, Time, Travelers;
Loviatar: Major: Law; Minor: Time;
Malar: Major: War; Minor: Travelers;
Mask: Major: Time; Minor: Thought;
Mielikki: Major: none; Minor: Time, Travelers;
Milil: Major: Thought; Minor: Travelers;
Mystra: Major: Thought; Minor: Time;
Oghma: Major: Travelers; Minor: Thought, Wards;
Selune: Major: Travelers, Numbers; Minor: none;
Shar: Major: Time, Thought; Minor: none;
Silvanus: Major: Time, Wards; Minor: Travelers;
Talona: Major: Chaos; Minor: none;
Talos: Major: Chaos, War; Minor: Time;
Tempus: Major: Chaos, War; Minor: Wards;
Torm: Major: Law Minor: Travelers;
Tymora: Major: Chaos; Minor: Wards;
Tyr: Major: as cleric; Minor: as cleric;
Umberlee: Major: Chaos; Minor: none;
Waukeen: Major: Travelers; Minor: Wards;
Elemental Cults: Major: none; Minor: time;
Bane: Major: Law, War; Minor: Numbers;
Bhaal: Major: Law; Minor: Time;
Myrkul: Major: Chaos, Time; Minor: War;
Clerics: Major: Law or Chaos (depending on alignment, neutral clerics choose one), Wards; Minor: Travelers, War.
 Note that pages 14 and 15 of the TOM provide detailed guidelines for assigning new spheres. Also, there has been some talk at TSR, Inc. about officially assigning the TOM spheres to all previously published deities in a new deities book. The final plans for this project have not yet been made. As for your $20, keep it; or better yet, donate it to your local children's hospital (your yellow pages should have the address and phone number).
Attributes: 2E, Pantheon

Sage Advice #192 p. 77 (April 1993), Question: 6 🔗
If a spell-casting vampire wielding a staff of power or staff of the magi broke it in a retributive strike and was not sent to another plane, would the explosion destroy the vampire, or just force it into gaseous form?
 According to the item descriptions in the DMG (page 154), a retributive strike either sends the staff's wielder to another plane or "totally destroys" the wielder. After total destruction, there's nothing left to regenerate—unless the wielder is a tarrasque (see next question).Attributes: 2E

Sage Advice #192 p. 77 (April 1993), Question: 7 🔗
Gee, I really like your column, and I never would have begun to wonder what would happen if you turned a tarrasque into a bunny and tried to eat him if it hadn't been for you. So, if the tarrasque were "killed" by a sphere of annihilation, does it still require a wish to keep it dead?
 Yes, somebody really would have to use a wish to keep the tarrasque dead after it was destroyed by a sphere of annihilation. The tarrasque cannot be utterly destroyed by any means unless a wish is used to keep it dead; otherwise, the critter just comes right back. Note also that the tarrasque's sheer size might allow it to survive contact with a sphere of annihilation, as discussed in "Sage Advice," in DRAGON issue #180. Contact with a sphere might annihilate only a two-foot chunk of the beast, which might not do much more than make it really mad.Attributes: 2E

Sage Advice #192 p. 77 (April 1993), Question: 8 🔗
How much alcohol does it take to make an umber hulk drunk?
 Umber hulks, and just about every other type of creature, can drink an indefinite amount of alcohol without getting drunk—provided the drinking is spread out over a sufficient amount of time. The real question is how much and how fast. The rate at which a creature can imbibe alcohol and still remain lucid depends on a number of factors including general state of health, contents of the digestive tract, and many others. The prime factors, however, are body mass and the strength of the alcoholic beverage. A 150-pound human can expect to be drunk after drinking three ounces of hard liquor or 36 ounces of beer in one hour. An adult umber hulk probably weighs in at about 450 pounds, and probably could put away three times that much alcohol before becoming drunk.Attributes: 2E, April Fools

Sage Advice #192 p. 77-78 (April 1993), Question: 9 🔗
Can a spell-caster teleport or teleport without error inside a dragon while holding onto an arrow of dragon slaying and thus kill both the spell-caster and the dragon? If you can't teleport into the dragon could you teleport onto its back and then stick the arrow of dragon slaying into the dragon?
 Generally, an enchanted missile must be fired or thrown for it to work. They cannot be used as melee weapons; however, I have seen DMs allow PCs to stab with arrows when they are desperate. The arrow usually breaks after one attack—hit or miss—and the wielder suffers the nonproficiency penalty for his class.
 The various forms of teleporting move creatures from place to place. Although "place" is a term that is not easily defined, a creature generally is not a place. Obviously, a planet-sized creature that houses the whole campaign world is an exception, but anything small enough to attack in a hand-to-hand fight is not.
Attributes: 2E, April Fools, Spell

Sage Advice #192 p. 78 (April 1993), Question: 10 🔗
How far can a fighter who is 6' tall and weighs 200 pounds jump while wearing a girdle of giant strength? I mean, a normal man with the strength of an 18' or 24'-giant should he able to make flea-like jumps.
 Jumping is a feat of strength, but it does take a little agility and skill, too. Otherwise, long-jumpers would look like weight lifters, not runners. I'd suggest using the rules for the jumping proficiency on page 61 of the PHB. If you like, you can increase the maximum attainable jumping distance by one or two feet per point of strength beyond 18/00. The 6' fighter in your example could broad jump a maximum of 36' using the rules as they are written—a pretty impressive leap. Using the modified maximums, the character could attain 38' with a girdle of hill giant strength and 48' with a girdle of storm giant strength.Attributes: 2E

Sage Advice #192 p. 78 (April 1993), Question: 11 🔗
The PHB lists the price of a trained falcon as 1,000 gp. This is twice the price of a war elephant! What is the correct price for the falcon?
 A trained falcon costs 1,000 gp. Not only are these animals rare, they are greatly prized for use in hunting and as status symbols. Consequently, the bird's market value is extremely high.Attributes: 2E

Sage Advice #192 p. 78 (April 1993), Question: 12 🔗
What, exactly, is a lair? The Monstrous Compendium gives details such as the number of creatures inside the lair and the kinds treasure that can be found there, but they don't describe what a lair is. Are they single rooms? Entire dungeons? Single dungeon levels? If they are just single rooms, how can 20-200 creatures (the common number appearing for humanoids) fit inside? Also, where in a lair would treasure go?
 A lair, simply put, is a place where a creature lives. A lair's size, layout, and location varies with the creature's needs. As you point out, large numbers of creatures need more lair space than single creatures do. The "Habitat/Society" and "Ecology" sections in most creatures' Monstrous Compendium entries should help you decide what kind of lair a creature will have. You might also want to check out the various Book of Lairs products for sample lairs.
 Where in a lair will a creature put its treasure? In the most secure place it can think of. Unintelligent creatures, however, probably won't realize their treasure is valuable and won't take any pains to hide it; instead, they'll drop the stuff wherever it's convenient to do so. Very intelligent creatures probably not only hide the gold and gems in a secure and well-guarded place, but also carry their magical treasures with them, so they can use their magical items against invaders.
Attributes: 2E

Sage Advice #192 p. 78 (April 1993), Question: 13 🔗
If an enlarge spell is cast on a creature to increase its size, and then permanency is used to make the increase permanent, can enlarge be used again to increase the creature size again? If so, can this second enlargement be made permanent? If so, how many times could this process be repeated?
 There's nothing in the rules to prevent this sort of thing, so technically, a wizard could keep this process going until he runs out of Constitution points (the caster lose one point of Constitution for each permanency spell cast). A house rule that limits enlarge or reduce effects to one per creature might not be a bad idea. In any case, note that a wizard can enlarge or reduce only 10 cubic feet of material per level. This is not as much as it sounds, 10 cubic feet is 1' x 1' x 10' or 1' x 2' x 5', etc.Attributes: 2E, Spell

Sage Advice #192 p. 78+80 (April 1993), Question: 14 🔗
Just before our group's most recent adventure one of our players suggested our characters should cast a rope trick spell and a permanency so that we would have a safe place to hide two pieces of an artifact we were carrying. (This fellow also suggested that we could disguise the rope trick as a child's swing.) At the time, our characters didn't have the resources necessary to cast these spells, but would it have worked it we had tried it? Also, does the extra-dimensional space created by a rope trick work like a bag of holding? Can it be used as a stationary bag of holding?
 In either version of the AD&D® game, rope trick is not a spell that can be made permanent. The extra-dimensional space created by a rope trick can hold up to eight man-sized creatures, which gives it a volume of about 1,000 cubic feet. There is no weight limit given. Given these characteristics, yes a rope trick can be used for storage, at least until its duration expires.Attributes: 2E, Spell

Sage Advice #192 p. 80 (April 1993), Question: 15 🔗
Mapping paper with a hexagonal grid (as opposed to a square grid) seems to be excellent for accurately showing distances north to south (and vice versa), and distances northeast to southwest, or northwest to southeast (or vice versa), but how do I measure distances east to west (or vice versa)?
 Just count the columns/rows of hexes between the east-west points, as this produces less distortion than you think.Attributes: 2E

Sage Advice #192 p. 80 (April 1993), Question: 16 🔗
When a character gains a level and gets a new hit die, are all the character's hit dice re-rolled to get a new hit-point total? Or do you just roll one die and add the result to the hit-point total? Doing it the first way would tend to introduce a significant risk of giving the character a new hit-point total that's lower than the old one, wouldn't it?
 Okay, everybody out there who's snickering at this poor fellow can stop it. Heck, when the Lake Geneva group was just starting to learn the original D&D® game rules back in 1974, we rolled new hit points for each character every adventure: "Wow, Noylund, you feel great today!" It didn't even occur to us that a character was supposed to have a permanent hit-point total. Anyway, your suspicion is correct. Just roll the new hit die, adjust for Constitution, and add the result to the character's hit-point total.Attributes: 2E

Sage Advice #192 p. 80 (April 1993), Question: 17 🔗
Why, with the advent of weapon specialization for fighters, school specialization for wizards, and granted abilities for specialty priests, were the THAC0 numbers for monsters of 1 + 1 hit dice through 6 hit dice increased in the AD&D 2nd Edition game?
 I wish you readers could have seen the original version of this question. The letter is written in black crayon (or maybe colored pencil). It begins "From all the hurting hobgoblins." It goes on for a page and a half, and is signed "Chairman of the Humbled Hobgoblins."
 The AD&D 2nd Edition design team looked at the way the old "to hit" number chart was put together and did a lot of frowning and head scratching. The table was arranged in columns of two hit dice, except at the low end, where it essentially was divided into half-hit die increments. THAC0s improved one point per column except that they improved by two on every second column. There also was the phenomenon of the "repeating 20" that I won't even try to explain here. The team eventually decided the old chart was illogical and had to go. The new chart is easier to remember and has the advantage of making things a little easier on PCs in campaigns that start out characters with zero experience points and base starting cash. Play balance in your game probably won't suffer much if you go back to the old chart, just remember to give out a little extra experience to PCs who defeat monsters that have the improved THAC0s.
Attributes: 2E

Sage Advice #192 p. 80 (April 1993), Question: 18 🔗
If a character wished for an extra set of fully functional arms, located immediately below the first set, would the character be able to wear two sets of bracers, gloves, or gauntlets? Would the character be able to wear four rings?
 First, any DM worth his salt should be able to think of all sorts of ways to make a character regret wishing for an extra set of "fully functional" arms. Your mom might read this magazine, so I'll skip the examples that spring immediately to mind. Second, the short answer is no, the character can't wear extra rings, bracers, gloves, and the like. Only two rings, and only one set of bracers, gloves, etc. will work for a single character, no matter how many appendages the character has.Attributes: 2E, April Fools

Sage Advice #192 p. 80 (April 1993), Question: 19 🔗
A bastard sword is a size M weapon, so halflings, gnomes, and small dwarves can use it only with two hands. If the sword is used in this way, which speed factor and damage should be used? How about size L and larger creatures using it in one hand? Should the speed factor be lower?
 A small creature wielding a bastard sword in two hands has to use the weapon's one-handed damage and speed factor. The character just can't manage the sword's full length. It's up to the DM to decide if a Large creature can get the benefits of two-handed use with only one hand. Since a 5' or 6' human can get the two-handed benefit by shifting his grip on sword's long hilt down toward the pommel, I suppose a nine-foot ogre could do the same thing with only one hand. In this case, the ogre has to use the two-handed speed factor. Note that a giant cannot get its extra damage dice unless it uses a weapon of proportionate size in the proper manner. That is, a hill giant might be able to use a bastard sword with one hand and inflict 2d4 points of damage (plus a strength bonus of +7); however, the giant has to use a giant-sized bastard sword in two hands if he wants to inflict 4d4 + 7 points of damage.Comment: Continued in #213, where it is put in the DM's hand if they can use the two-handed statistics and in #214 where it can be used in either way, unless the DM disagree, moving it more in the hands of the player.Attributes: 2E, Weapon, Gnome Bastard sword

Sage Advice #192 p. 80 (April 1993), Question: 20 🔗
How does poison work?
 Poison "works" by destroying cells or disrupting biochemical processes in a living being. Poisons have no effect until they enter the body through injection, ingestion, inhalation, or contact. The method varies with the poison. For game effects on such things as healing, resurrection, and the like, see the "Character Death" section in the PH, page 105.Attributes: 2E

Sage Advice #192 p. 80 (April 1993), Question: 21 🔗
Can a troll die from starvation? The first Monstrous Compendium says a troll can grow a new head in a week if it's decapitated. Where does the material for the new head come from if it can't eat?
 Judging form the "Ecology" section of the "Troll" entry in Monstrous Compendium, Volume One, it's pretty clear that trolls do have to eat. Troll regeneration can replace body mass destroyed in combat, but it can't maintain the troll's system if it is deprived of food, water, or air. As you point out, they can go at least a week without food or water while regenerating. The DM has to decide how long it takes a troll to starve if completely deprived of food. I'd suggest anywhere from one to six months. In any case, troll regeneration does not need food or a source of matter, it simply replaces lost mass. This could come from thin air, reserves within the troll, another plane, or anywhere else the DM decides—we're talking about a fantasy creature here.Attributes: 2E

Sage Advice #192 p. 80 (April 1993), Question: 22 🔗
Suppose a player aims a wand of wonder at a target less than 20' away. At that range, the player would automatically be within the area of effect if the wand produces a fireball. Can the user, in the instant the effect is produced, sense what the effect is and re-target safely? I would think so, since wands of wonder produce enough trouble without frying the user with every fireball.
 Characters have to take their lumps when they fool around with wands of wonder. This item is intended to keep players guessing—one literally "wonders" what will happen every time the wand is used. Characters who don't want to be broiled in their own fireballs should leave wands of wonder alone or a least point them at targets more than 20' away. Note that fireballs reshape themselves so as to fill the entire volume when cast in confined spaces, so wand of wonder users have to be extra careful when adventuring in dungeons.Attributes: 2E

Sage Advice #193, May 1993

This month, the sage looks at the ins and outs of combat in the AD&D® game, briefly considers a few matters from the D&D® game, and weighs the prospects for aspiring gaming professionals.

Sage Advice #193 p. 85 (May 1993), Question: 1 🔗
Are the defensive bonuses a character gets for cover or concealment cumulative with bonuses for Dexterity or magic? Are defensive bonuses for cover and concealment cumulative with each other?
 The rules don't have anything to say about Dexterity bonuses and cover or concealment. To preserve game balance, I suggest that you don't add Dexterity bonuses to modifiers for cover. This prevents characters with high Dexterity scores from becoming virtually immune to missile attacks when they take cover. From the game-logic standpoint, defensive Dexterity adjustments represent an active defense. The character moves in a way that helps defeat attacks. A character hunkered down behind cover is not free to make such movements; a character who is claiming more than 50% cover or concealment probably cannot even see attacks coming and, consequently, cannot respond to them.
 One could make the same game-balance argument about combining magical defensive adjustments with cover, but the game logic doesn't hold up. Magical defensive bonuses function in a variety of ways, but they either make the protected character harder to hurt (by reinforcing armor, skin, and bone) or harder to hit (by deflecting blows, deceiving the attacker, or just serendipitously arranging things in the defender's favor). Taking cover does not interfere with any of these.
 Cover and concealment are never cumulative. "Cover" indicates that the character has found a barrier that can stop incoming attacks. Solid objects such as walls and boulders provide cover. "Concealment" is not sturdy enough to stop attacks, but it does help spoil an attacker's aim by hiding part of the character (this is why concealment is referred to as "soft cover" in the AD&D 2nd Edition game). Bushes, tall grass, and even hanging laundry can provide concealment. Note that cover, by its very nature, offers some concealment and the defensive modifiers for cover already take this into account.
Attributes: 2E

Sage Advice #193 p. 85 (May 1993), Question: 2 🔗
Are defensive bonuses from Dexterity cumulative with a shield spell?
 This is up to the DM. The discussion of cover and concealment above might lead you to conclude that Dexterity does not help characters using shield spells, since the spell description says the spell produces an "invisible barrier" in front of the caster. On the other hand, most DMs I know allow shield users the benefits from their Dexterity bonuses. This is because a shield spell provides a form of personal defense rather than a wall the character hides behind.Comment: Sage Advice #157 did not allow dexterity with a shield spell. This answer leans towards a soft change to the rules.Attributes: 2E, Spell

Sage Advice #193 p. 85 (May 1993), Question: 3 🔗
What magical protections, if any, are cumulative with a shield spell?
 Protective items that grant a defensive bonus, such as rings and cloaks, are cumulative with a shield spell. Items that provide a basic armor class, such as armor and bracers of defense, are not. Note that shields are a type of armor, and hence belong to the latter category.Comment: Sage Advice #157 did not any magical bonus with a shield spell. This answer is a hard correction to the rules.Attributes: 2E, Spell

Sage Advice #193 p. 85 (May 1993), Question: 4 🔗
The description of the spectral hand spell says that the hand can be used to deliver "touch attack spells of fourth level or lower." Does this mean that a multi-classed cleric/wizard PC could not use spectral hand to deliver a cure light wounds spell to a comrade?
 If you take the description literally, that's exactly what it means. In this interpretation, a spectral hand is strictly an instrument of combat and the magical channel between the caster and the hand can conduct only baneful magics. However, a DM could decide that "touch attack spells" means "touch-delivered spells." Game balance in your game probably won't suffer if you decide to let spectral hand work with all fourth level and lower spells with "touch" range.Attributes: 2E, Spell, Touch spells

Sage Advice #193 p. 85-86 (May 1993), Question: 5 🔗
In one of our game sessions, an NPC priest used a word of recall while a PC was on his back. As DM, I ruled that the priest and the PC both were transported back to the priest's sanctuary. Was I right?
 You might have been right. Since the priest was not gagged, he could have completed the spell, which has a casting time of 1 and only a verbal component. (If the spell also had a somatic or material component or both, the PC on the priest's back would have prevented the casting. You just can't handle material components or complete somatic gestures while in the midst of a wrestling match.)
 To reach a decision about this situation, you have to balance two conflicting premises: One, game balance absolutely requires that opponents have a chance to disrupt spells by interfering with the caster. Two, the word of recall spell is a powerful bit of magic that is especially designed to allow the priest to escape when the going gets rough.
 Generally speaking, a character cannot complete a spell if she is hit by an attack or suffers damage during the casting process. However, just having something or somebody sitting on a spell-caster is not necessarily enough to break the character's concentration. If the PC were using the wrestling rules (DMG, page 59 or PH, page 97) and had achieved a hold that could be maintained from round to round, I would not allow the spell to be used—you can't concentrate on magic when you're taking any kind of damage. If there was no hold, I'd go to the initiative dice, if the priest wasn't taking damage and beat the PC on initiative, I'd let the spell work. If the priest lost initiative, and the PC made any kind of successful attack, the spell would be ruined and be gone from the priest's memory. In any case, If the priest successfully cast the spell, I'd let the priest choose whether to take the PC along. If the priest did try to take the PC along, you'd need to check the priest's weight limit; if the PC and all the priest's equipment exceeded the weight limit, the spell would fail and the priest would be stuck. Note that, as I mentioned earlier, a gag would prevent the priest from using the spell no matter what was happening—no speech, no verbal component and no spell.
Attributes: 2E, Spell

Sage Advice #193 p. 86 (May 1993), Question: 6 🔗
What is padded leather armor? This armor type is mentioned in table 29 of the PH (page 39) but isn't described anywhere else. Padded armor is described on page 75, but isn't mentioned in table 29. Can thieves wear padded armor?
 The reference to "padded leather" in table 29 is an error that has been corrected in recent printings of the PH. Yes, thieves can wear padded armor, though its bulk tends to get in the way. If you own an older book, change the final heading in table 29 to read: "Padded or Studded Leather." Neither of these armor types are particularly well suited to thieving.Attributes: 2E

Sage Advice #193 p. 86 (May 1993), Question: 7 🔗
Page 186 of the DMG says that a vorpal blade can sever an opponent's neck on a modified die roll of 20-23. What happens when the modified roll is higher than 23?
 You seem to have overlooked the footnote that goes with the table in the item description. The footnote says that only the sword's +3 bonus is considered when calculating the score to sever. Therefore, no score higher than 23 possible—bonuses from strength, specialization, etc. don't apply for this particular purpose. That is, the attack roll must be an unmodified 17 or better before there is a chance to sever a neck (the chance can drop depending on the target's size and construction). Note also that the attack must hit. If a roll of 17 or better is a miss, there is no damage inflicted and nothing is severed.Attributes: 2E

Sage Advice #193 p. 86 (May 1993), Question: 8 🔗
Do all giant-sized humanoid monsters suffer a -4 attack penalty on gnomes and dwarves, or just the creatures listed in the race descriptions from the PH? Dwarven and gnomish NPCs in some modules are listed as having a defensive bonus vs. "giant-type" creatures. However, gnolls and bugbears, which have penalties to attack gnomes, according to the PH, are only size Large.
 Just for the record, trolls are size Large, too. Gnomes and dwarves have a racial ability to avoid attacks from the creatures specifically listed in the PH, not against all humanoid creatures above a certain size. Note, however, that many kinds of creatures generally qualify as giants. These include ettins, formorians, verbeeg, and lots of others. Most of these creatures appear under the term "giant-kin" in the various Monstrous Compendiums. The term "giant-type creatures" you see in NPC descriptions is just a form of shorthand. It does not mean, for example, that dwarves and gnomes get defensive bonuses vs. extra-large iron golems, King-Kong-sized giant apes, or other massive creatures with humanoid shapes.Attributes: 2E

Sage Advice #193 p. 86 (May 1993), Question: 9 🔗
When using the "Hovering at death's door" optional rule from the DMG, would a character who is revived after being reduced to fewer than zero hit points be unable to use granted priest powers such as the cleric's undead turning and the druid's shape change for a full day?
 Being returned from death's door is a taxing experience. A character who has gone through this ordeal is a temporary invalid; he is barely able to move, much less cast spells, use granted powers, fight, or even use most Nonweapon Proficiencies until he has rested a full day. Some campaigns I know allow a heal spell to negate or reduce this period of helplessness, but only if applied after the wounded character is brought back to consciousness, and the character still loses any memorized spells.Attributes: 2E, Turn Undead

Sage Advice #193 p. 86 (May 1993), Question: 10 🔗
Why do weapons do different amounts of damage to creatures that are larger than man-sized? I can understand why there might be an across-the-board difference, but why do some weapons do the same damage to both man-sized and large creatures while some weapons do less damage to large creatures and still others do more damage to large creatures?
 As always, this boils down to questions of game logic and game balance. If you take a look at the tables on pages 68-69 of the PH, you'll notice that most weapons that do less damage to large creatures are type B—crushing and bludgeoning weapons. The sheer body mass of a large creature tends to defeat these kinds of attacks. The remainder are very small, lightweight piercing weapons that have the same problem with large creatures.
 Weapons that do more damage to large creatures tend to be fairly large slashing or piercing weapons that can get at a large creature's vitals. Using a pike or a lance to skewer a man through the belly might be a little tough (you're just as likely to poke him in the arm), but a giant's belly is a much easier target.
 The weapons that do the same damage to opponents of all sizes don't fit neatly into either category. A battle axe, for example, is a chopping weapon with a wedged-shaped blade that cuts well, but can't penetrate too deeply because it is relatively small.
 When considering game balance, note most weapons that do extra damage to Large creatures are off-limits to wizards and most priests. Thieves and a few priests can get some of these weapons, but only warriors can get them all. This gives warriors an advantage against the game's nastiest monsters and helps compensate them for their otherwise small bag of game tricks.
Attributes: 2E

Sage Advice #193 p. 86 (May 1993), Question: 11 🔗
The otherwise excellent Thunder Rift module for the D&D game contains several multi-classed, demi-human NPCs. Is this an attempt to make this module more like an AD&D game adventure?
 No. It's just an editorial mistake. Ignore all references to human character classes in the material about the module's demi-human characters.Attributes: Class

Sage Advice #193 p. 86 (May 1993), Question: 12 🔗
The two descriptions of the animate dead spell in the D&D game Rules Cyclopedia seem to indicate that any kind of creature can be animated. If this is the case, and a powerful creature, say a hill giant, was animated it would have nine hit dice. Could the resulting creature be turned as a mere zombie or as an undead with similar hit dice (a vampire in this case)?
 Creatures created with animate dead are turned as either skeletons or zombies, depending on what condition the remains were in when they were animated. If the animated creature has more hit dice than the standard skeleton or zombie, it does get a THAC0 and saving throws commensurate to its actual hit dice. Note that undead turning in the D&D game affects a certain number of hit dice of undead. If, for example, a high-level spell-caster animated two hill-giant zombies at nine hit dice each, a cleric would have to affect at least 18 hit dice worth of undead to get them both, otherwise, only one hill-giant zombie will be turned (any successful turning attempt affects a minimum of one creature).Attributes: Spell, Turn Undead

Sage Advice #193 p. 86-87 (May 1993), Question: 13 🔗
In the D&D game, can an item that is the trigger for a contingency spell be identified as such by a find traps spell? What about analyze or lore spells?
 A find traps spell might indicate a contingency trigger if the contingency in question has the potential to harm the find traps caster or his party. For example, a contingency that unleashes a dispel magic spell when a door is opened and in turn brings down a force field that releases a flood of molten metal is a trap. Note, however, that find traps will indicate only that the trigger item has a magical trap, it does not reveal the contingency spell itself or other elements in the contingency. In the example, find traps would cause the door to glow and would indicate a magical trap of some kind. The find traps caster would not be alerted to the contingency, the force field, or the molten metal behind it.
Analyze or lore might reveal a contingency, and will if the item examined has no other magical properties. On the other hand, these two spells might very well trigger the contingency.
Attributes: Spell

Sage Advice #193 p. 87 (May 1993), Question: 14 🔗
Do shamans and wokani have to obey weapon and armor restrictions as do clerics and wizards?
 The rules on pages 215-216 of the Rules Cyclopedia go out of their way to emphasize that shamans and wokani are not "full" clerics or magic-users. This leads me to recommend that such creatures be allowed to use weapons and armor appropriate to their races. For example, a hill-giant wokan might use a huge club and be able to hurl boulders, just like other hill giants.Attributes: Class

Sage Advice #193 p. 87 (May 1993), Question: 15 🔗
Will a creative writing major improve my chances of becoming a consulting writer for TSR, Inc., after graduation? Will it help me get a full-time job writing for TSR, Inc.? How do I go about getting a job at TSR, Inc.?
 The answers to these questions have appeared in print time and again, but not anytime recently and never in "Sage Advice," so here it goes:
 Some kind of degree in English certainly won't hurt your chances of getting work with TSR, Inc., but your education isn't nearly important as demonstrating the ability to write about games. The best way for you to do this is to get something into print. Start by getting writer's guidelines for DRAGON® Magazine, DUNGEON® Adventures, and for the RPGA® Network (be sure to ask for both POLYHEDRON® Newszine guidelines and the tournament program). Note that the Newszine only accepts material from RPGA Network members, but anyone can submit tournaments. In any case, take what you've learned in your college English classes, write something, and submit it.
 TSR, Inc., calls its "consulting writers" free-lancers, and it uses a fair number of them. However, just about every free-lancer TSR has ever used has had a full-time job and wrote for TSR to earn some extra cash—and for the thrill of it. There just isn't enough money in freelancing to make even a marginal living if that's all you do. So plan on finding a decent job when you graduate.
 There are two official channels for inquiring about employment at TSR. One is the personnel department, which handles hiring; TSR's business address is printed on the back cover and title page of every TSR product. Adding the words "Attention Personnel Department" to the address on your letter will speed up any response. Frankly, writing to the personnel department probably will just get you a polite form letter, but you asked the question. The other channels are the various submissions editors. For magazines, write to the editorial address shown on the masthead—but get writing guidelines before you submit anything, and don't bother with resumes and long letters describing your life history. The Games Department of TSR does not consider submissions from unpublished authors; you have to get some experience first. If you don't have any luck with TSR's professional magazines, try writing for some of the industry's other companies (and their magazines), or see if you can locate a good fanzine or game-club newsletter. The latter small, amateur publications won't make you famous, but they're a good place to get your feet wet.
Attributes:

Sage Advice #194, June 1993

This month, "Sage Advice" looks at a potpourri of topics, all straight out of the mailbag. This particular batch of letters contained a lot of questions about the various settings for the AD&D® game, so this particular column has a theme in spite of itself. We start with the case of the missing maps....

Sage Advice #194 p. 53-55 (June 1993), Question: 1 🔗
Hey, what happened to the maps in the AD&D GREYHAWK® Adventures module, WGR3 Rary the Traitor? Aren't a few of them missing?
 Yes—maps 10, 11, and 12, which depict sections of Rary's fortress, are missing. I'll skip the whole sordid story of how they came to be that way and direct you to the missing maps, which are presented in this very column for your erudition and use.


Attributes: 2E

Sage Advice #194 p. 53 (June 1993), Question: 2 🔗
Do thief abilities such as hide in shadows and move silently work on undead in the D&D® game?
 Generally, yes. This also is the case in both editions of the AD&D game, too.
 Unless the monster description states otherwise, undead have no special ability to detect creatures that are invisible, hidden, silent, or otherwise concealed. Note that undead have infravision, which can detect creatures hiding in shadows if there is no infrared (heat) source creating "infravisional shadows" in the area.
 I have encountered campaigns that assume undead creatures can somehow sense living creatures. The reasoning goes something like this: Undead have no functioning sense organs—their eyes, ears, etc.—have rotted away. Since they can detect neither light nor sound, their "senses" operate in some arcane manner that makes invisibility or silence irrelevant. This house rule can add a new dimension to undead, even to lowly creatures such as skeletons and zombies; however, the published rules assume that undead somehow really do see, hear, etc. If you decide to adopt an undead "sense life" rule, increase each undead monster's experience value to reflect this special ability to see invisible creatures. Also, you'll need to decide on a number of other parameters for the ability, such as its range and what, if anything, blocks or disrupts it.
Attributes: 1E, 2E, Invisibility, Silence

Sage Advice #194 p. 53-54 (June 1993), Question: 3 🔗
Could a wizard on Athas make a living just selling walls of iron for scrap? How many ceramic pieces would a wall of iron be worth? Could the iron be used for weapons, armor, and tools? If the wizard kept a piece of a wall of iron, could she use it as the material components for more spells? Would this also be true for wall of stone or wall of ice?
 Iron is worth one gold piece (100 ceramic pieces) per pound in DARK SUN® campaigns (see Dune Trader, page 72). A wall of iron contains a minimum of 12,403 lbs. of iron (about 25 cubic feet at 490 pounds per cubic foot). However, in DARK SUN campaigns, a wall of iron spell has a duration of one turn per caster level (see the DARK SUN rule book, page 93). A wizard might be able to sell a few chunks of iron as a scam, but the practice will catch up with her if she tries it too often.
 While the material in a wall of iron functions as normal iron in most respects, there is no reason why a Dungeon Master has to assume it can be worked as regular metal can. For example, the DM might decide that iron from a wall of iron contains certain impurities that cause it to form useless lumps of slag if heated and worked, and that it simply flakes apart if worked cold. Note also that, regardless of its duration, metal from a wall of iron radiates magic and can be dispelled. Even if it could be used to manufacture items, those items can be destroyed by dispel magic effects.
 Having material components for spells is an optional rule. I don't know any DM who uses this rule and also lets his players get around it by using magically created material components—this is a question of game balance. From the standpoint of game logic, the dweomer that maintains the wall of iron or other magically created material either interferes with the spellcasting process or unravels during the process. First, attempts to cast spells using a magically created object as a material component are disrupted. Second, the magically created material component ceases to be and it just isn't available to complete the spell. In either case. the attempted spell fails. Some exceptions exist. Generally, items brought into being by a wish work fine as material components, at least if the component is not rare or valuable; and a Zagyg's spell component case (from Unearthed Arcana) always produces usable material components.
Attributes: 2E, Dispel Magic, Spell

Sage Advice #194 p. 54 (June 1993), Question: 4 🔗
How would the Veiled Alliance interact with advanced beings such as dragons, elementals, and avangions?
 The same way everybody else does: with great circumspection. This would take the form of admiration and civility in the case of elementals and avangions, and fear and loathing in the case of dragons. Since avangions are high-level preservers, it a pretty good bet that they work pretty closely with any local branch of the Veiled Alliance—in fact, they probably are former members of one Veiled Alliance or another.Attributes: 2E

Sage Advice #194 p. 54 (June 1993), Question: 5 🔗
Dragon Kings says that avangions attract followers. Where are the charts for this?
 There aren't any. The appearance of an avangion is a momentous event in any campaign, and its affect on the game has to be carefully considered, then played out. The first thing the DM has to do is identify the most notable and powerful good-aligned NPCs in the game; such characters are certain to make overtures to an avangion when they learn that such a creature exists. Likewise, most neutral and good folk who meet an adventuring avangion are going to take a liking to the character (unless the player controlling it is a complete idiot). This is what the rules are referring to when they mention allies.Attributes: 2E

Sage Advice #194 p. 54 (June 1993), Question: 6 🔗
Do avangions eat and sleep?
 This is up to the DM. Judging from my conversations with Tim Brown, Dragon Kings author, advanced beings obey all the rules for spellcasting (see "Sage Advice," issue #189), which means they must sleep to regain spells. Otherwise, the DM is free to assume that avangions never rest. Since the rules say that an avangion's mouth begins to disappear as its form evolves, it would be reasonable to assume that avangions of 25th level or higher either don't eat at all or eat unusual materials, such as the silver linings of clouds, moonlight reflected off cactus spines, or the like. Perhaps only fully transformed avangions are completely self-contained. Lower-level avangions who still have basically human forms probably have to eat, but this, too, is up to the DM.Attributes: 2E

Sage Advice #194 p. 54-55 (June 1993), Question: 7 🔗
Can avangions of level 26 and up use the Prolific Forestation and Prolific Vegetation psionic enchantments? These spells not only require the use of hands (to carve a staff), but also require the caster to walk, not run, fly, or levitate. Since high-level avangions must fly only, they would have a hard time meeting this requirement.
 Yes, avangions can use these spells. Nevertheless, the caster must walk. While avangions of 26th level and above cannot walk in their natural forms, nothing prevents them from using spells or psionics to change into something that can walk. A simple polymorph self spell or Metamorphosis psionic power are only two examples of things that can do the trick. Note that the avangion can stop and renew a spell if he needs to, so long as the Prolific Forestation or Prolific Vegetation spell is not interrupted for more than a full round.Attributes: 2E

Sage Advice #194 p. 55 (June 1993), Question: 8 🔗
The Player's Handbook states that elves routinely live up to 1,200 years. Given this, I cannot fathom why elves suffer a -1 Constitution penalty. The rules do say that elves are not as "sturdy" as humans, but this is illogical. If anything, elves should get a +1 bonus to Constitution due to their hardiness and longevity.
 Longevity is not necessarily synonymous with hardiness. A parrot lives a lot longer than a horse, but horses have much better Constitution scores than parrots do. Still, play balance in your campaign probably won't suffer if you fiddle with demihuman racial modifiers a bit. If you want to give elves a Constitution bonus, just eliminate the Dexterity bonus and assign a penalty to some other ability score; elves in your campaign might have lower Wisdom scores since their long years tend to make them a bit frivolous and impulsive.Attributes: 2E

Sage Advice #194 p. 55 (June 1993), Question: 9 🔗
The notes about grey elves on page 17 of The Complete Book of Elves says that only the Conjuration, Enchantment, and Greater Divination schools of magic are open to elven mages. However, the chapter on the magic of the elves in the same book contradicts this by including an Alteration spell, camouflage. Where did this rule come from? I can't find anything like it in any of the other books.
 The passage on page 17 is erroneous. It refers to Table 22, Wizard Specialist Requirements, in the PH (page 31). It should read: "Because the only wizard specialties available to elves are Diviner and Enchanter, grey elves usually do not become specialist wizards."
 Elven mages (nonspecialized wizards) can use any kind of spell, just as mages of any other race can. Note that page 17 mentions Conjuration, but Conjurers must be human or half-elven. Note also that elves also can become wild mages, but The Complete Book of Elves author Colin McComb suggests that this specialization, too, is rare among grey elves.
Attributes: 2E

Sage Advice #194 p. 55 (June 1993), Question: 10 🔗
Since plants take in carbon dioxide and give off oxygen, what effect do they have on spelljammers? Since elven ships are made from living plants, do their air envelopes last indefinitely?
 Individual plants produce only minuscule amounts of oxygen, They also actually consume some oxygen when metabolizing the sugars they manufacture during photosynthesis. Healthy plants also require lots of water, soil, and 12-18 hours of sunlight each day. Note that some darkness also is essential for healthy plants. These limitations make them impractical for spelljammers. The only reason plants can help maintain planetary atmospheres is because they vastly outnumber the animals.
 The various "live" elven ships do not produce enough oxygen to affect their own air envelopes—though I suppose a derelict wild ship that is badly overgrown might have a fresh envelope when found. Elves can produce breathable atmospheres from old armada-style ships (see Lorebook of the Void, page 56), but only when several of these large ships are linked together in a large ring and allowed to grow into a solid, immobile mass.
Attributes: 2E

Sage Advice #194 p. 55 (June 1993), Question: 11 🔗
Can a riddlemaster (a kit from The Complete Bard's Handbook) use his probable path ability to choose a specific card from a deck of many things?
 No. The probable path ability depends upon clues that the riddlemaster can comprehend and analyze. A deck of many things provides no such clues.Attributes: 2E

Sage Advice #195, July 1993

This month, the sage takes a brief look back at the original AD&D® game, turns his eye to DRAGON Magazine itself, and considers the problem of incurable wounds and other magical complexities.

Sage Advice #195 p. 37 (July 1993), Question: 1 🔗
When using the shadow walk spell from Unearthed Arcana, how does the user sense his surroundings on the Prime Material plane? Does he sense them at all? Can the caster pass through solid objects such as stone? Can he travel underwater? Can the caster move in three dimensions? For example, can he descend into the ocean? Does the water even exist as far as the spell-caster is concerned?
 Since the spell's primary use is for rapid travel on the Prime Material plane (in fact, the caster never actually leaves the Prime Material plane), I suggest that you allow the user to see the portion of the Prime Material that immediately surrounds him. What the character sees is a monochromatic mass of shadows, just like what is visible at twilight (see table 62 from the revised PH, page 117). Since the caster is traveling at 126 miles an hour (seven leagues a turn), he probably isn't going to seem too many details while moving—objects would fly by in one gray blur.
 The spell does not grant the power of flight, but it does negate most terrain penalties. The caster can dash along the bottom of the ocean, through swamps, and over mountains. In any case, the caster traces a path along the ground. When traveling across a gorge, for example, the caster moves down one canyon wall, across the bottom, and up the other wall. The caster can pass through cracks as though using a wraithform spell, but cannot pass through solid objects. Note that the caster must be is a mass of deep shadows to begin the spell, and I suggest that the caster always must end in shadows as well.
 Since this type of travel tends to be disorienting, the DM might wish to use the getting hopelessly lost rule (see DMG, page 128) applying modifiers for terrain and overcast conditions unless the caster is following a road or knows exactly where she is going.
Attributes: 1E, 2E, Spell

Sage Advice #195 p. 37 (July 1993), Question: 2 🔗
The command dragon spell from DRAGON issue #182 seems useless. The spell component, all the shards of the egg from which the dragon hatched, is almost impossible to get and is used up in the casting. Why would anybody put this spell into a book?
 I don't see any flaw in your assessment of this particular spell's limitations. Player characters probably wouldn't have much use for this spell on a day-to-day basis; this is what we call a "campaign spell" in Lake Geneva, not a wizard's bread and butter, but handy for defining the game mechanics for bits and pieces of a campaign's storyline. (Just how did Ailuj save that village from a great wyrm when she was only 16? Or why is that gold dragon doing just about everything that lich tells him to and how do we stop it?). There is no save vs. this spell, so the reference to a save in the spell description (issue #182, page 12) probably is supposed to refer to the dragon's magic resistance, if it is old enough to have any.Attributes: 2E, Spell

Sage Advice #195 p. 37 (July 1993), Question: 3 🔗
Does a character wearing a periapt of wound closure suffer special damage from a sword of wounding, vorpal blade or sword of sharpness?
 Generally speaking, when the irresistible force (sword of wounding prevents magical healing short of a wish) meets the immovable object (periapt of wound closure prevents all open, bleeding wounds) you should rule in favor of the defensive power.
 In the case of a sword of wounding, the periapt prevents the wearer from taking the extra points of bleeding damage each round—the wound closes. In addition, the periapt wearer heals naturally at double the normal rate even if struck by a sword of wounding. The DM is free to rule that the periapt also allows magical healing of damage from a sword of wounding. I know many DMs who consider a periapt of wound closure to be equal to or better than a wish when it comes to healing wounds. If you follow the item's description to the letter, however, you'll come to a different conclusion. While the periapt allows the healing of wounds that wouldn't do so otherwise, sword of wounding damage heals naturally at the normal rate. The periapt's "heal anything" power always applies to such things as damage inflicted by mummies, which normally do not heal unless a cure disease spell is applied first. In this case, the periapt wearer recovers hit points at the normal rate. He still is infected with mummy rot, however, and will die eventually if the disease is not cured. The item's description makes no specific mention of allowing magical healing that otherwise would not be possible, only normal healing that wouldn't otherwise be possible.
 A periapt of wound closure does not prevent damage nor does it provide instantaneous healing. So I can't think of any reason why the wearer couldn't have her appendages severed by a sword of sharpness or otherwise forcibly removed—though the periapt would prevent any additional damage from bleeding that the DM might otherwise assign for the loss of an appendage.
Attributes: 2E

Sage Advice #195 p. 37-38 (July 1993), Question: 4 🔗
How long does a familiar summoned by a find familiar spell live? If a familiar dies of old age does the wizard still have to make a system shock check and lose one point of Constitution? What happens to a familiar if its wizard dies? Can a familiar's hit points ever be increased?
 The spell description (see PH, page 134) says the spell grants the familiar an exceptionally long life. It is up to the DM to define this, but I suggest that the familiar should have a basic longevity equal to the standard lifespan for the spell-caster's race (see PH, table 11, page 24). For example, a human caster's familiar would live 90 +2d20 years. To calculate the familiar's starting age, use the figures on table 11, but treat any maximum dice results as minimums. For example, a human's familiar would have a starting age of 16-18 years—base 15 + 1d4 years, treating a rolled "4" as a "1". Given this approach, a familiar should not be in danger of dying of old age before the caster does unless it is exposed to magical aging or unless the caster receives a magical boost to his own lifespan. In either of these cases, the caster is obliged to care for his familiar, and the DM should inflict the full penalty if the caster allows the familiar to die. Note that wishes, potions of longevity, and other magics that can extend a character's lifespan also work on familiars.
 The spell description says a familiar loses one hit point a day if separated from the caster. One could argue that death certainly is a separation. If the caster is raised or resurrected before the familiar dies, the familiar is saved. On the other hand, the DM might rule that the familiar can avoid hit-point loss simply by remaining within one mile of the caster's body. In any case, the bond between the caster and the familiar should be dissolved at some point if the caster dies and is not raised or resurrected. The dissolution of the bond ends the familiar's dependence on the caster and frees the familiar from the caster's control. The DM is free to decide how long it takes for the bond to dissolve; it might dissolve instantly on the caster's death, which would force the wizard to summon a new familiar any time he dies and is brought back, and it probably should be no longer that a number of days equal to the familiar's hit points.
 The spell description says a familiar has 2-4 hit points plus one hit point per caster level. I suggest you take this literally and give the familiar an extra hit point whenever the caster gains a new level.
Attributes: 2E, Spell

Sage Advice #195 p. 38 (July 1993), Question: 5 🔗
What happens when you put a bag of holding and a portable hole together? A friend told me you get something like a nuclear explosion. Also, after reading DRAGON issue #192, I began to wonder what would happen if you put a bag of holding or portable hole into a bag of devouring?
 See the portable hole description in the DMG, page 177 for the consequences of putting one of these items inside another. There are no explosions, but characters might wish there was one instead.
 It is up to the DM to decide what happens when an extra-dimensional space is placed inside a bag of devouring. I can think of two possible outcomes: One, the bag of devouring works normally—it swallows the bag or hole just as it swallows any other bit of animal or vegetable matter. Since a portable hole is made of some pretty peculiar stuff, it's possible that the monster won't decide the hole is food and won't swallow the hole immediately (see DMG, page 159. This might make it possible to remove the portable hole before it's too late. (In campaigns where this happens, foolhardy PCs just might decide this is a good way to test magical bags to see if they are bags of devouring; however, this is not a very smart thing to do when you consider the possible danger.) Two, the bag of devouring acts like any other extradimensional space. In the case of a the portable hole, a gate opens to another plane and everything within a 10' radius is sucked in. Sadistic DMs will decide that the other plane is the monster's gullet, but this doesn't have to be the case. Technically, both items should be destroyed when the gate opens, severing the connection between the bag and the monster. The rules are unclear about what happens when you try to place one bag of holding inside another, so I recommend that the bag of devouring either quietly swallow the bag of holding or that the bag of devouring simply ruptures and dumps its contents into nilspace just as a bag of holding does if overloaded (see the DMG, page 160).
Attributes: 2E

Sage Advice #195 p. 38 (July 1993), Question: 6 🔗
Page 78 of the Complete Priest's Handbook says priests of the god of peace have to be Lawful Good. What does order and bureaucracy have over freedom and diversity?
 A lawful alignment generally does imply a desire for order, but not necessarily a liking for bureaucracy. War by its very nature is disruptive and chaotic, so its natural antithesis is law. Furthermore, finding peaceful solutions to conflicts, and identifying conflicts that cannot be solved peacefully, requires patience, dedication, and self discipline. Consider the great degree of self sacrifice that most United Nations peacekeeping efforts require—peacekeepers have to set a non-violent example and tend to be in great danger all the time. These are not virtues associated with chaos. Note that lawful-good creatures seek what is best for the greatest possible number of thinking, deserving beings. This generally includes some measure of freedom and diversity—elves are just as deserving of the fruits of peace as are dwarves, halflings, humans, and other races who have enough self control not to act in a predatory fashion all the time. Only neutral or evil lawful beings seek to establish rigid codes that much be slavishly followed.Attributes: 2E

Sage Advice #196, August 1993

This month, the sage again digs into his mailbag and pulls out a random assortment of letters. This group contained questions on a number of AD&D® campaign worlds, so join our sage on his tour. Our first stop is in the Domains of Dread.

Sage Advice #196 p. 38 (August 1993), Question: 1 🔗
Since nobody can detect good or evil in the RAVENLOFT® setting, can characters such as paladins keep their powers if they become lawful neutral or even lawful evil? Do clerics have to worry only about Law and Chaos? What happens to magical items that might damage good or evil characters, such as the libram of gainful conjuration or intelligent magical weapons? If these items work normally, why couldn't you test someone's alignment just by handing him a good-aligned sword?
 Creatures on the Demi-Plane of Dread still have alignments, even though divination magic cannot detect or identify their auras. RAVENLOFT characters are in no way exempt from alignment restrictions. Note also that RAVENLOFT campaign player characters must be very careful about evil actions, as these can cause Ravenloft powers checks, which eventually can transform the character into a DM-controlled creature.
 Actions that have consequences dependent on alignment, such as picking up a weapon with the wrong alignment, are unchanged in the RAVENLOFT setting. These arise from the interaction between the character's aura and the item's enchantment—you can't see a brick wall in utter darkness, but it still hurts if you collide with it.
 I suppose one could test a character's alignment by tricking him into picking up an aligned sword. All such attempts should be played out, with the DM making sure that the NPC in question is suitably wary. Note that this kind of testing can be both unreliable and dangerous. For example, if a party finds a magical sword in one of Ravenloft's domains, they have no easy way to check its alignment, even if they handle it themselves. If a sword has a lawful-neutral alignment, any lawful character can handle it safely (see the Dungeon Master's Guide, page 187), and the PCs might just arm a lawful-evil adversary. Likewise, a sword with a chaotic-good alignment is dangerous to any character who is not chaotic good. Handing such a weapon to a potentially friendly lawful-good NPC is certain to sour relations.
Attributes: 2E

Sage Advice #196 p. 38 (August 1993), Question: 2 🔗
Why weren't the new spheres of priest spells from the Tome of Magic included in the Tales of the Lance boxed set, and why didn't you include them in your discussion of Krynn deities in issue #190?
 As it was, Harold Johnson and the other Tales of the Lance authors ran out of room long before they ran out of things to say about Krynn. In fact, nearly a quarter of the original manuscript had to be dropped from the product. A smidgen of this material has seen print in POLYHEDRON® Newszine, and the rest is still awaiting publication. Needless to say, references to the optional material in the Tome of Magic were out of the question. I didn't talk about the Tome of Magic priest spells in issue #190 because the reader who posed the question about Krynn deities didn't ask about them.
 Since you asked, here are my unofficial suggestions for using the Tome of Magic spheres on Krynn:
Paladine: Major: Law, Wards; Minor: Thought, War.
Mishakal: Major: Numbers, Thought; Minor: Travelers, Wards.
Majere: Major: Law, Thought; Minor: Time, Wards.
Kiri-Jolith: Major: Law, War; Minor: Wards.
Habbakuk: Major: Travelers; Minor: Time, War.
Branchala: Major: Numbers; Minor: Time, Travelers.
Solinari: Major: Thought; Minor: Numbers, Time.
Takhisis: Major: Chaos, Time; Minor: War, Wards.
Sargonnas: Major: Chaos, Thought; Minor: Numbers, War.
Morgion: Major: Time; Minor: Numbers, Thought.
Chemosh: Major: Thought; Minor: Time, War.
Zeboim: Major: Chaos; Minor: Time, War.
Hiddukel: Major: Chaos, Time; Minor: Travelers.
Nuitari: Major: Thought, Numbers; Minor: Time.
Gilean: Major: Numbers, Time; Minor: Thought, Wards.
Sirrion: Major: Chaos; Minor: Numbers.
Reorx: Major: Law, War; Minor: Thought, Wards.
Chislev: Major: Time; Minor: Chaos.
Zivilyn: Major: Thought; Minor: Numbers.
Shinare: Major: Travelers; Minor: Law.
Lunitari: Major: Thought, Numbers; Minor: Time.
 I've been getting a fairly steady stream of requests for this type of material (though there still has been only one attempt at a crass bribe). So, starting with the next issue, I'll work through all the pantheons in the Legends & Lore tome, one pantheon a month, until they're all done or until TSR, Inc. releases a product that makes the effort moot. If the enterprise still seems worthwhile after I finish the L&L pantheons, I'll move on to the Monster Mythology deities.
 (The deities of the FORGOTTEN REALMS® setting appear with the additional spheres from the Tome of Magic in DRAGON issue #192.)
Attributes: 2E, Pantheon

Sage Advice #196 p. 38 (August 1993), Question: 3 🔗
What kind of spell books would an elven mage/minstrel (from The Complete Bard's Handbook) have? How would the character go about gaining spells?
 The character would have two completely separate sets of magical writings. One would be a set of books just like any other wizard would have, and one would be an eclectic aggregation of notes such as other bards would collect.
 The character would add spells to each list in the manner appropriate to each class: through scholarly study and research as a wizard, and through happenstance as a bard. The exact process is up to the DM. In any case, the character must follow all the normal rules for spell acquisition, and must roll a "chance to know" each time a spell is added to either list. The character could attempt to add a spell from her wizard list to her bard list, but would have to make a second "chance to know" roll. When memorizing spells, the character cannot cross lists. For example, if the character knew magic missile as a wizard, but not as a bard, she could memorize this spell only as a wizard and could not use her bard spell "slots" to memorize extra magic missile spells. The character's Intelligence score still determines the maximum number of spells the character can have in each list.
Attributes: 2E

Sage Advice #197, September 1993

This month, the sage turns the spotlight on himself, then considers a few questions straight out of the mailbag.

Sage Advice #197 p. 21 (September 1993), Question: 1 🔗
I was disappointed to learn that you and the "Sage Advice" staff are no longer making personal replies, so please print my letter.
 There is no "Sage Advice" staff—there's just me and anybody I can buttonhole for a few minutes to discuss the intricacies of game rules. Of course, the DRAGON Magazine editorial staff is a vital cog in the "Sage Advice" machine, but they don't swing into action until I'm done my month's work.
 I had to stop making personal replies more than six years ago—the volume of mail was and is just too great.
 I read the words "please print this letter" almost as often as I read "please write back." I cannot do the latter. Nor can I print every question I get—I never print entire letters. I ask myself several questions when deciding what to print:
 1. Is this a question I've printed before? "Sage Advice" couldn't possibly keep pace with all the new inquiries it gets if we spent time and space reprinting old questions. Also, the column would be pretty boring to read if it was packed with retreaded material all the time. Before you write, take a look through your back issues and see if your question already is in print; your local book store, library, or game store might be able to help here. I do sometimes revisit an old topic, but only if I feel there is need for a clarification.
 2. Are a lot of readers asking the same or similar questions? If I get three or more readers asking about the same thing, I usually answer the question. In a sense, you could say that it is the readers who decide what appears in this column.
 3. Is this question specific and answerable? Some questions just don't have any answers. "How can I become a better DM?" is one that I see several times a year. Fortunately, this magazine prints many, many articles on DMing techniques every year.
 Sometimes readers don't give me enough to go on. One question that is sitting in the pile right now asks about such-and-such a monster's actual hit points. The reader didn't even give me a single clue about where this creature appeared. Sure, I like a little challenge once in awhile, but you stand a much better chance of getting a question printed if you assist by telling me where to start looking for the answer, especially if your question involves a potential misprint or editorial omission. Include the title of the product and the page number where you found the problem. Check out the next question for an example of what I mean.
Attributes:

Sage Advice #197 p. 21 (September 1993), Question: 2 🔗
I'm having trouble using Table 22: Player Character Living Expenses in the DMG, page 34. What is included in these costs, just basic needs? Also is the cost for a single character or a whole party of characters?
 The table gives the monthly cost for a single character's room and board—housing, food, and miscellaneous services (such as laundry, mending, and bathing). Obviously, characters living in squalid or poor conditions aren't going to receive many extra services, and characters living in middle-class or wealthy conditions are going to receive a lot of extra services. Costs for adventuring gear and supplies are not included. Likewise, costs for new clothes, stabling for mounts, training, medicine, and similar expenses are not covered.Attributes: 2E

Sage Advice #197 p. 21 (September 1993), Question: 3 🔗
Does a jongleur's (from The Complete Bard's Handbook) use of her dodge ability count as an action? That is, can she dodge and attack, or dodge and cast a spell in the same round?
 Since the kit description describes the dodge ability as a sudden, agile leap to safety, I'm inclined to suggest that you treat a dodge as an action. If the jongleur loses initiative, she can either use her dodge ability or forego it, weather the attack, and take another action. If the jongleur wins initiative and takes an action, she cannot dodge until the next round. Alternatively, you might allow a jongleur who has won initiative and taken an action to dodge during the same round if she beats the opponent's die roll—each character rolls 1d6, if the jongleur rolls higher, she can attempt to dodge. If the roll is tied or the jongleur rolls lower than her opponent, she has to take her lumps like any other character.Attributes: 2E

Sage Advice #197 p. 21 (September 1993), Question: 4 🔗
If a wild-talent psionicist is using Synaptic Static and another wild-talent psionicist tries to use another power, say Elongation, how is the psychic contest resolved given that neither character is using an attack or defense mode?
 You resolve this contest the same way you'd resolve any other psychic contest. Many readers seem to be confused by the fact that the psychic contest rules (see The Complete Psionics Handbook, pages 22-24) use attack and defense modes as an example. All psychic combat takes the form of a psychic contest, but you use the psychic contest mechanics whenever two or more psychic powers are in conflict—the presence or lack of attack or defense modes notwithstanding. As one example, if two wild-talent psionicists are trying to Telekinese an object, use the psychic contest rules. In your example, the character using Synaptic Static uses his Synaptic Static power score for the contest and the other psionicist uses her Elongation power score. If the Synaptic Static user wins the contest, the Elongation power fails. If the Synaptic Static user initiated the power first, he is the defender in the contest and he wins ties. If the Synaptic Static user initiates the power in order to disrupt the Elongation power, he is the attacker.Attributes: 2E

Sage Advice #197 p. 21-22 (September 1993), Question: 5 🔗
There seem to be some very similar proficiencies in the Complete Spacefarer's Handbook and the War Captain's Companion. In particular, Spacefarer's features Wildspace Navigation, Phlogiston Navigation, Slow Respiration, Signaling, and Zero-Gravity Combat. On the other hand, War Captain's offers Celestial Navigation, Slow Breathing, Semaphore, and Freefall. Generally, these proficiencies have similar purposes, but different game mechanics.
 These two works actually were developed in parallel, one by the TSR, Inc. staff and the other by freelancers, so the overlap isn't surprising. While you are correct that the proficiencies in question are very similar, their game effects can be quite different.
 The three Navigation proficiencies seem to be similar on the surface, but work differently. The Spacefarer's skills allow a navigator to move more efficiently between points in space. (This implies that the navigator knows where he is, but this isn't necessarily the case. The only thing the navigator really knows is what to do in order to get where he's going in the shortest possible time, which could be a seat-of-the-pants undertaking.) The War Captain's skill allows a navigator to know exactly where his ship is in relation to his destination (and to the rest of the sphere if he also has the Astronomy proficiency). Celestial Navigation also allows the character to direct ramming attacks. All three proficiencies allow navigators to avoid hazards. If you have both books, you might consider requiring a character to know Celestial Navigation before learning Wildspace or Phlogiston Navigation (though dropping Celestial Navigation altogether would makes things a lot simpler for PCs).
 Slow Respiration is a mental skill (based on the character's unmodified Wisdom score) that is fairly easy to use; it also incapacitates the character, allowing no other actions. Slow Breathing is a difficult physical act (based on Constitution score -5), which has the same effect as Slow Respiration but allows the characters to at least move around. Further, a character using Slow Breathing can converse, eat, and even fight if she makes an additional proficiency check. Slow Respiration is best for most characters because it doesn't carry a huge ability-score penalty. However, a character with a very high Constitution score might be better off with Slow Breathing. The logic behind both proficiencies seems sound to me, and your campaign won't suffer if you make both proficiencies available.
 Semaphore and Signaling do virtually the same thing, so use your judgment and pick one for your game. Signaling is easier to use (Intelligence +2 instead of unmodified Intelligence for Semaphore), but Semaphore allows the user to send and receive messages more quickly if he spends extra slots on the skill. Whatever you pick, it would be best to drop the other proficiency from your game.
 Freefall allows a character to temporarily ignore sudden shifts in gravity. This is quite different from Zero-Gravity Combat, which allows a character to fight normally in the total absence of gravity—and even move around a bit. Both these proficiencies should be useful to spacefarers. Note these skills don't overlap: Freefall does not negate the combat penalties for fighting in the absence of gravity (see Concordance of Arcane Space, page 14). Likewise, Zero-Gravity Combat does not prevent a character from being tossed about, perhaps catastrophically, when her ship's gravity plane shifts.
Attributes: 2E

Sage Advice #197 p. 22 (September 1993), Question: 6 🔗
Pantheon of the Month
 Last issue, I promised to start giving unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities in Legends & Lore. I'll work through one pantheon a month until they're all done. Here's the list for the American Indian pantheon:
Great Spirit: Major: Time, Wards; Minor: Thought, Law.
Sun: Major: Chaos; Minor: Time, Thought.
Moon: Major: Wards; Minor: Travelers, War.
Earth: Major: Wards; Minor: Time, Law or Chaos (priest picks one).
Morning Star: Major: Time; Minor: Travelers, Wards.
Wind: Major: Time; Minor: Chaos, War.
Fire: Major: Chaos; Minor: Time, War.
Thunder: Major: Time; Minor: Law, Chaos.
Raven: Major: none; Minor: Time, Travelers.
Coyote: Major: none; Minor: Chaos, Travelers.
Snake: Major: none; Minor: Time, Wards.
Attributes: 2E, Pantheon

Sage Advice #198, October 1993

This month the sage's mailbag held questions about proficiencies and various divinely inspired powers.

Sage Advice #198 p. 36 (October 1993), Question: 1 🔗
How many slots does a proficiency cost when it is chosen from a group not normally allowed to a character's class? Page 54 of the PH says the cost is one extra slot, but page 101 of the Complete Priest's Handbook says the cost is double. So, if a fighter wanted to take the healing proficiency how many slots would he pay? How many slots would he pay to read and write one language? How many would he pay to read and write two languages?
 The text in the PH is correct, a character pays one extra slot to choose an "out-of-group" proficiency. The text in the Complete Priest's Handbook is erroneous.
 So, the fighter in your example pays three slots for healing, and two slots to read and write a language. Note that speaking a language costs any character one slot. (Except specialty priests of Deneir, in some cases; read on.)
Attributes: 2E

Sage Advice #198 p. 36 (October 1993), Question: 2 🔗
How much damage does a call lightning spell inflict? The 2d8 + 1d8 per caster level seems a bit high, and must be a mistake. Isn't it really 2d8 + 1d8 per two caster levels? How long is the bolt of lightning created by this spell? Can the bolt hit a flying creature?
 No mistake, call lightning inflicts 2d8 points of damage plus 1d8 points damage per caster level. A 5th-level druid would inflict 7d8 points of damage. Note that the target can save vs. spell and reduce damage by half. Note also that call lightning can generate more than one bolt of lightning—one every turn so long as the spell's duration and the storm or other atmospheric disturbance that makes the spell possible lasts. When a bolt is generated, it flashes straight down from some point in the sky to the surface below, land or sea. The lightning fries everything within 10 feet of the stroke. The DM is free to decide how high up the point of origin is. If the bolts are being generated from a djinni's or air elemental's whirlwind, the bolt's should begin no higher than the whirlwind (40-80 feet in the case of an elemental, up to 70 feet in the case of a djinni); if the bolts are generated from a storm, I'd suggest a point of origin anywhere from 1,100 to 1,800 feet high (1,000 + 1d8 × 100). Note that the bolt stops when it strikes the surface.Attributes: 2E, Spell

Sage Advice #198 p. 36 (October 1993), Question: 3 🔗
Page 103 of the PH says that undead turning is not disrupted if the character using the power is attacked. Does this apply to other granted powers as well?
 Generally, a granted power, such as undead turning or the druids shape change and other granted powers cannot be disrupted. Treat them like innate abilities—they require some mental effort, but have no casting time, and have only token verbal and somatic components. If this blows the play-balance in the game, however, the DM should feel free to treat some granted powers just like spells that the character gets automatically without praying or special effort. Basically, the more like a spell a granted power is, the more justification the DM has for ruling that it can be disrupted. If a power can be disrupted, it should work in play just like a spell, with a casting time, a full-fledged verbal component, and maybe even a somatic and material component. The flame strike ability granted to priests of the DRAGONLANCE® setting deity Paladine might fall into this category.Attributes: 2E, Turn Undead

Sage Advice #198 p. 36 (October 1993), Question: 4 🔗
The rules say that a spell is disrupted and lost if the caster loses initiative and suffers damage or misses a saving throw. What happen when the caster makes her save, but still takes damage, from a fireball for example? What happens if a spell-caster is struck by an attack that inflicts damage for several rounds, such as Melf's acid arrow?
 Damage from any source absolutely disrupts a spell, even if the spell-caster makes her save vs. the attack. If the caster is suffering continuing damage from Melf's acid arrow, flaming oil, or a wound from a sword of wounding, I suggest that you use the normal initiative rules to decide at what point in the round the character actually suffers the damage. Make no modifier to the initiative roll for the continuing damage. Modify the caster's roll according to the spells casting time, and any other standard initiative modifiers that apply. Note that some initiative bonuses, such as being hasted, set to receive a charge, or being on high ground don't apply; in this case, the initiative roll reflects the caster's ability to concentrate during the spell's entire casting time, it does not reflect the caster's ability to beat an opponent to the punch. If the caster loses this initiative roll, the spell is disrupted and lost.Attributes: 2E, Spell, Continuing Damage

Sage Advice #198 p. 36-37 (October 1993), Question: 5 🔗
The FORGOTTEN REALMS® Adventures book says specialty priests of Deneir can speak any languages that Denier can speak without taking any reading/writing proficiencies. First, how many languages does this power actually let the priest speak? Second, what does reading and writing have to do with speaking a language?
 Specialty priests of Deneir can speak any language spoken by natives of Toril and the crystal sphere that immediately surrounds it, provided that the caster actually can make the sounds. If the language depends on subsonics or ultrasonics (such as whale languages), the priest is out of luck. Likewise, a priest of Deneir cannot speak the draconian tongues of Krynn, the Common tongue of Oerth, or any other language that originated outside Toril's crystal sphere. The reference to the reading/writing proficiency is an error. However, the priest does not have to spend a nonweapon proficiency to learn a Toril language. The character does have to spend slots to read and write a language. Note that this ability does not necessarily mean that the character has any special gift for teaching languages to others-if a party wants to learn how to speak blink dog so they can cheerfully bark to each other and keep eavesdroppers ignorant the DM should feel free to put his foot down. Likewise, it is not be unreasonable to assume that the priest does not have free access to all those languages—the knowledge might not manifest itself until the priest actually meets a creature who uses a different language: "Oh, look at that couatl sitting on that step pyramid! Don't worry guys, I just remembered I speak Maztican!" Note also that this an example of the kind of granted power that cannot be disrupted.Attributes: 2E

Sage Advice #198 p. 37 (October 1993), Question: 6 🔗
Pantheon of the month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities in Legends & Lore. I'll work through one pantheon a month until they're all done. Here's the list for the Aztec pantheon:
Ometeotl: As the embodiment of the universe, Ometeotl grants his priests major access to spells from any sphere, including the eight listed in the ToM.
Huitzilopochtli: Major: War; Minor: Time, Travelers.
Quetzalcoatl: Major: Thought; Minor: Time, Travelers.
Mictlantecuhtli/Mictanchihuatl: Major: Time; Minor: Thought, Wards.
Tezcatlipoca: Major: Chaos, Time; Minor: War.
Tlaloc: Major: Time; Minor: Law.
Chalchihuitlicue: Major: Time; Minor: Wards.
Tlazolteotk: Major: Chaos; Minor: Time.
Xochipilli: Major: Chaos; Minor: Travelers.
Xochiquetzal: Major: Time; Minor: Chaos.
Metzli: Major: Time; Minor: Wards.
Centeotl: Major: Time; Minor: Chaos.
Ixtlilton: Major: Time; Minor: Wards.
Attributes: 2E, Pantheon

Sage Advice #199, November 1993

This month, the sage looks at shields for lizard men, considers several things elvish, and ponders the fighting and spell-casting abilities of dragons.

Sage Advice #199 p. 94 (November 1993), Question: 1 🔗
Can lizard-man PCs in the SPELLJAMMER® setting gain any armor-class benefits from using shields?
 Yes. Generally speaking, a shield improves the user's armor class by one. Of course, the shield has to be large enough and strong enough to afford the user some protection; a titan who picks up a halfling's buckler cannot claim an armor-class adjustment. Also note that creatures such as lizard men cannot use just any type of armor. A lizard man gains no benefit from any suit of armor unless it provides better protection than its natural armor class of 5. For example, a lizard man wearing leather armor (AC 8) and using a shield would have an armor class of 4, the same as an unarmored lizard man using a shield.Attributes: 2E

Sage Advice #199 p. 94 (November 1993), Question: 2 🔗
According to Monster Mythology, the elven deity Deep Sashelas has aquatic-elf shamans and specialty priests. I thought aquatic elves couldn't he spell-casters.
 According to the aquatic-elf description in the Monstrous Manual, there are some worlds where aquatic elves cannot cast spells. On most worlds, however, aquatic elves have the same class and level restrictions as their land-dwelling cousins, which allows them to become powerful wizards and very respectable priests.Attributes: 2E

Sage Advice #199 p. 94 (November 1993), Question: 3 🔗
The deities Lolth and Vhaerun are listed in both Drow of the Underdark and Monster Mythology. However, these hooks list different statistics for each of these deities. Which sets of statistics are correct?
 In both cases, use the Monster Mythology information on the deities themselves and on their priests. Monster Mythology was published after Drow of the Underdark and represents an update. Note that the Drow of the Underdark material on the ethos, rituals, customs, equipment, etc., associated with each deity is still valid. Also note that deities use a variety of avatars, and that both Lolth and Vhaerun might send forth avatars conforming to either set of statistics, depending on the circumstances.Attributes: 2E

Sage Advice #199 p. 94 (November 1993), Question: 4 🔗
Can the various trick how shots from The Complete Book of Elves he combined? I imagine not, unless it really was TSR's intention to create elven machine gunners, which is what could happen if characters could combine the double-arrow shot with the quick-draw. Also, can any elf do the trick shots or does a character have to spend a weapon proficiency on each one?
 If you carefully read the double-arrow shot description (CBE page 73), you'll find that the archer can fire only one additional arrow in the round the archer took the double-arrow shot. This is an inherent limitation to the double-arrow trick, since it takes extra time to properly arrange the arrows on the bowstring. Note that only two arrows can be placed in the bow at once. Also, no archer can make two double-arrow shots in the same round without a haste spell or similar magic. I suppose the elf could declare a quick-draw in addition to a double-arrow, but since the elf still can use the bow only twice, he would incur the quick-draw "to hit" penalties for nothing. Otherwise, an elf can combine the other types of trick shots; just add up the modifiers. Of course, the elf needs to make special preparations to combine some kinds of shots. For example, an elf using a quick-draw from a hanging-tree position wouldn't have enough arrows on hand to make her multiple shots without some sort of special equipment to keep the arrows in her quiver as she hangs upside down.
 The various trick shots are optional rules, and the DM might not allow them in the campaign. If they are allowed, any elf who has a bow proficiency can use them—they are "free" racial abilities.
Attributes: 2E

Sage Advice #199 p. 94 (November 1993), Question: 5 🔗
I'm a little unclear about how to use the special powers of the spellfilcher kit from Complete Book of Elves, page 87. How does the kit's detect magic ability work? Also, the spellfilcher gets a level-based bonus to disarm magical traps. How do you determine what this bonus is when the character is multi-classed? Since the spellfilcher also can use detect magic once a day per level, how is that level determined?
 The detect magic ability works just like the wizard spell of the same name; note the level-based duration and chance to identify the type of magic detected. The character's effective level when using either ability is the character's wizard level.Attributes: 2E

Sage Advice #199 p. 94 (November 1993), Question: 6 🔗
The general material on dragons in the Monstrous Manual says that a dragon's combat modifier added to its age category gives its spell-caster level. However, the description of each type of dragon gives a base number for spell-caster level that is increased by the combat modifier. Which is correct? Also, I seem to remember reading somewhere that the combat modifier also applied to a dragon's THAC0. This makes sense, since a dragon surely would be able to attack more effectively as it grows older.
 The level at which a dragon casts its spells and uses its special abilities is its combat modifier plus a fixed number that varies by subrace. You can find this number in the "Breath weapon/special abilities" section of each subrace's description. The reference to age categories in the general section is an editorial error.
 A dragon's combat modifier does not apply to its THAC0. Several volumes of the Monstrous Compendium, however, contain a typographical error that says otherwise. This error is an artifact from the earliest drafts of the material on dragons for the AD&D 2nd edition game, and you should ignore it. While a dragon's combat prowess does improve as it ages, its adjusted hit dice take care of its improving THAC0; just apply the dragon's adjusted hit dice to table 39 in the DMG. For example, a hatchling white dragon (HD 5) has a THAC0 of 15 and a very old white dragon (HD 16) has a THAC0 of 5.
Attributes: 2E

Sage Advice #200, December 1993

This month, the sage takes a long look at magic, magical items, and spell-casters in the AD&D® game. In addition, one question and the "Pantheon of the Month" that was cut for space reasons from "Sage Advice" in DRAGON issue #199 are also presented here.

Sage Advice #200 p. 104 (December 1993), Question: 1 🔗
A character in my campaign has been forcibly sent to the Astral plane after a dimension door spell failed. Can the character survive on the plane? Can he escape from the plane? If so, how long will it take for him to get back?
 The Astral plane is not a toxic or inherently hostile environment, so getting sent there is not fatal in and of itself. On the other hand, there are plenty of astral monsters and other hazards, so your errant traveler still could be in trouble.
 Whether the character can return to the Prime Material plane is up to the DM. Generally, travel between planes is not possible except by magical means. If the character has no such means at hand, the DM can construct an adventure for the character that allows for some chance of escape; perhaps the character can find a natural portal between the planes or strike a deal with a passing creature that has planar-traveling abilities. You can get more detailed information on the Astral plane in the PLANESCAPE™ Adventures boxed set, which will be released in April, 1994.
Attributes: 2E

Sage Advice #200 p. 104 (December 1993), Question: 2 🔗
What happens to a dual-classed character if the level of his original class is suddenly boosted so that it matches or exceeds the level in his current class? For example, a 6th-level fighter/7th-level mage would normally be free to use his warrior and wizard abilities without penalty because his mage level exceeds his fighter level. If the character reads a manual of puissant skill at arms and becomes a 7th-level fighter, what happens? Does the character have to go back to choosing which class he will use for each adventure until he reaches 8th level as a mage?
 Judging from the text on page 45 of the PH, it's pretty clear to me that the character has to go back to choosing which class to use again, just as he would if he were to lose a level to an energy drain and became a 6th-level mage.
 It would be entirely reasonable for the DM to rule that the character cannot benefit from the manual at all. The text on page 45 says that a dual-classed character never can gain experience in a class once it has been abandoned in favor of another class. The only exception to this is that a character can replace levels that are lost somehow.
 Considering the rarity and power of magical books, I don't think the campaign would suffer if the manual worked; the character is not actually devoting any time or energy to studying the old class—he's just the recipient of a big power dump. The DM, however, would not be violating the spirit of the rules by not allowing it; there's no compelling reason to automatically assume the character can retain or utilize what the book grants.
Attributes: 2E, Class

Sage Advice #200 p. 104 (December 1993), Question: 3 🔗
Can characters carrying around a mirror of retention use it to "film" their adventures? Can the mirror be used to capture short "takes" as long as the total recording time doesn't exceed the mirror's capacity of 24 hours? Can the mirror be used to capture sunlight to provide illumination and confound undead? Can the mirror be used to copy maps or scrolls?
 A mirror of retention (from the Tome of Magic, page 140) must be hung in a room no larger than 50' square and commanded before it will function. If the mirror is removed from the wall, it stops recording. It can be played back anywhere, however. I suppose a party could carry a mirror of retention from place to place in a dungeon or large building, and use it to take snapshots, but remember that it doesn't work unless it is hung in a room that does not exceed the size limit. The party could hang it on a wall and use it to record an encounter in a chamber, but if the PCs are carrying the mirror during an encounter it records nothing.
 A mirror of retention can record sunlight streaming into a room, but the image played back on the mirror is just that, an image. The recorded sunlight has no affect on undead and the light the mirror sheds during playback is very faint, no brighter than a television screen in a dark room. The playback could be used as a weak light source in a pinch, but a character couldn't see very much with it.
 If the mirror is properly hung and operated, it could record a map or other piece of mundane writing—provided the room where the mirror is hung has sufficient light for reading at the time of recording. The mirror also could record a superficial image of a magical scroll, but such images are useless; they cannot be used to cast any spells inscribed on the scroll or to add the spells to a spell book; it takes the original scroll—in its entirety—to produce its magical effects. Note that if the image in the mirror were usable, then the writing on the scroll would fade as soon as it was recorded. Subsequently, if the image is read or copied from the mirror it fades away, too. A scroll can be used only once, and player characters cannot get around this limitation easily, and certainly not through a mirror of retention.
Attributes: 2E

Sage Advice #200 p. 104 (December 1993), Question: 4 🔗
What happens when a mirror image spell is cast in very close quarters; that is, when a six-foot radius is not available for the extra images to shift around in? Will a fireball, dragon breath, or other area effect dispel a mirror image?
 Nothing special happens when the spell is cast in close quarters. A mirror image spell not only creates multiple images, but considerable distortion as well. In this case, the distortion is probably just a little stronger than normal. Provided the caster is free to move, attacks against the caster still have a chance to be misdirected. On the other hand, if the caster has his head on a chopping block, a mirror image spell isn't going to make the headsman miss. Barring this kind of situation—one where it is clear to the DM that the attacker knows exactly where the caster is—a mirror image works normally.
Mirror images are dispelled only by melee or missile attacks, or by a dispel magic effect. Other kinds of magical effects do nothing to a mirror image. Note that an anti-magic shell would cause every mirror image in its area of effect to wink out, but only for as long as the images remain within the area of effect.
Attributes: 2E, Spell

Sage Advice #200 p. 104-105 (December 1993), Question: 5 🔗
Exactly how many spells does a dragon know at each age level? Can they change their spells each day like a wizard or a priest can? Can a dragon acquire new spells like a wizard can?
 The table included with each dragon's description gives the number of spells a dragon can know. This number varies with the type of dragon and its age category. A dragon's repertoire of spells is fixed and cannot be changed or expanded. Gold dragons are the sole exception to this in the core AD&D game rules—they actually keep spell books. The DM is free to decide how gold dragons go about getting new spells, but I suggest you use the normal spell acquisition and research rules for wizards. The Council of Wyrms boxed set, which will be released in June, 1994 will contain lots of new material on dragons, including dragon spell-casters.Attributes: 2E

Sage Advice #200 p. 105 (December 1993), Question: 6 🔗
What happens when a character wears two items that bestow magic resistance, say an amulet of magic resistance and a robe of the archmagi?
 This is up to the DM, but I strongly recommend that only the most powerful item functions. In other words, if the character in your example had an amulet of magic resistance, 20% along with the robe of the archmagi, which grants 5% magic resistance, the character still would have only a 20% magic resistance (from the ring). I recommend that you apply this rule even for naturally magic resistant creatures such as drow or tanar'ri. Magic resistance in the AD&D 2nd Edition game is a powerful ability, and once the DM lets it get out of hand, your game balance probably will go right out the window.
 If you're playing the AD&D 1st Edition game, where magic resistance is adjusted according to the level of the caster and a magic-resistant creature can't necessarily walk around causing magical effects to collapse, you can afford to be a little more lenient. Even then, be careful. High-level games give you a little more breathing room; at low level, magic resistance in the original game is even more formidable that it is in the current game. If you decide to make magic resistance cumulative in your original AD&D campaign, you still should not allow magic resistance to accumulate if it comes from similar sources. A drow wearing a robe of the archmagi could add the 5% to her natural magic resistance, and wizard could add the values of a robe of the archmagi and an amulet of magic resistance. No character, however should be able to wear two amulets of magic resistance and add their effects together, only the most powerful amulet should function.
Attributes: 1E, 2E

Sage Advice #200 p. 105 (December 1993), Question: 7 🔗
How is the wizard's chance to hit an opponent determined when he casts a fireball or a lightning bolt? What about things like dragon breath?
 Unless the spells description says otherwise, all area effects hit automatically. The spell-caster decides where the effect will originate (within the limits of the spell) and the DM decides who or what is within the area of effect. Other area effects, such as dragon breath, work exactly the same way. In the case of dragon breath, the dragon "aims" the breath weapon as it wishes and anything caught in it must save vs. the effect. There are several other forms of attack that don't require attack rolls, such as gaze weapons and mental attacks. Note that while such attacks always "hit" they don't always work; most of these attacks allow a saving throw that negates or reduces the effect.Attributes: 2E, Spell

Sage Advice #200 p. 105 (December 1993), Question: 8 🔗
How does a priest or cleric character create holy water?
 According to The Complete Priests Handbook, three priests (or clerics) of the same faith of at least 2nd level must get together in a temple dedicated to their deity and pray for a full hour. At the end of the hour, they must cast create water, protection from evil, and purify food and drink. This process creates a half gallon of holy water (16 four-ounce vials). Any extra water from the create water spell must be channeled off before the ritual is complete, or the DM can assume that the extra water simply disappears during the ritual. For every two priests added to the group, an additional half gallon of holy water can be created, up to a maximum of four gallons of holy water at one time. I strongly suggest that you require holy water to be held in specially blessed vials (cost 2-5 gp each). You might also require an expensive font and basin (value 100-10,000 gp, depending on capacity) to hold the holy water while it's being created and dispensed into vials. If the DM wants more control over who creates holy water and when, it wouldn't be unreasonable to add extra spells to the ritual. I'd suggest chant, (to be maintained the whole time) bless, prayer and possibly combine. The required vials can be blessed in a similar ritual, which is required to make the blessing permanent.Attributes: 2E, Spell

Sage Advice #200 p. 105 (December 1993), Question: 9 🔗
Does a character lose a point of Constitution if he dies while wearing a ring of regeneration? Does the "Hovering on Death's Door" optional rule affect this situation?
 This is entirely up to the DM. I suggest that regeneration not reduce Constitution or require a resurrection-survival roll. A regenerating creature never truly dies, though it can be incapacitated by a grievous injury. Once the character drops to zero or fewer hit points, however, the character is unconscious or incapacitated even if the "Hovering on Deaths Door" rule is in use. Note that a character hovering on deaths door does not actually die until he reaches -10 hit points; if the DM has decided that regenerating back from death would reduce the character's Constitution score, the point is not lost unless death actually occurs.Attributes: 2E

Sage Advice #200 p. 105 (December 1993), Question: 10 🔗
Do clerics and priests automatically know how to pray for all their spells, or do they have to learn how to pray for certain spells?
 Any priest, including clerics and druids, knows how to pray for spells—this inherent knowledge is part of what makes the character a priest. The priest might have to undergo training as she advances in levels, but this is an optional rule (see DMG, page 49) and should apply to all classes if a campaign uses it. Note that priests can invent or acquire entirely new spells in much the same way as wizards can. In this case, the priest must spend time and money discovering and learning the new prayers.Attributes: 2E

Sage Advice #200 p. 105 (December 1993), Question: 11 🔗
How long do the various prismatic wall effects produced by a wand of conjuration last? How can these walls be dispelled? How long does the curtain of blackness effect last?
 The prismatic wall lasts six turns, just as though created by a 6th-level caster. These walls can be negated only by the appropriate counter spell, see the prismatic wall description in the PH, pages 191-192. I suggest you give the curtain of blackness a duration of six turns.Attributes: 2E, Spell

Sage Advice #200 p. 105 (December 1993), Question: 12 🔗
What kind of barriers can stop a wall of fire spell? For example, if a ring-shaped wall is cast next to a tower, will the ring pass through the tower? If not, will the whole spell collapse?
 Unless the DM wants to encourage some truly egregious abuse of this spell, I suggest that any solid barrier stops a wall of fire or similar spell. In this case, unless the tower wall as an opening at least 20' tall to admit the wall of fire, the effect stops when it encounters the tower. I don't think it's reasonable to have the whole spell collapse, but the DM might force to spell-caster to reduce the radius until the wall of fire fits in the space available, or to use the sheet version of the spell arranged in a ring; this version has a total area that is less than one tenth of the ring's area. Or, the DM can just rule that there is a gap in the ring where it intersects the tower.Attributes: 2E, Spell

Sage Advice #200 p. 105-106 (December 1993), Question: 13 🔗
Can a flaming sphere be cast in the air above a creature? Since the sphere is soft and spongy, how fast would it fall? If the sphere encounters a magic-resistant creature, what happens if the creature makes its magic-resistance roll? How big an area does the sphere illuminate?
 There's nothing in the spell description that leads me to believe that a flaming sphere has to be cast on the ground. If cast in the air, it would fall straight down at its normal movement rate (30' a round) until it strikes the ground; if the sphere's duration hasn't expired before it hits the ground, it begins rolling in the direction the caster was pointing at the time of casting.
 Treat the sphere as an in-place effect when adjudicating magic resistance. That is, the sphere collapses if the magic-resistance roll succeeds. Note that there are several in-place spells that actually are mobile, including protection from evil, which moves with the recipient, and some of the wall spells, which can be pushed over or dropped on creatures.
 The DM has to decide theatrical details such as how much light a flaming sphere sheds. The impression I get from the description is that the ball looks a lot like a big, glowing coal. It shows up pretty well in the dark—and really screws up infravision—but it doesn't shed much light at all, maybe enough to show vague detail within about six inches of the sphere.
Attributes: 2E, Spell

Sage Advice #200 p. 106 (December 1993), Question: 14 🔗
In WGR5 Iuz the Evil, the words "celbit" and "jebli" are applied to tribes of orcs in the land of Iuz, but didn't an earlier WORLD OF GREYHAWK® products use these names in a different manner?
 Actually, there are no authoritative definitions for either of these names in print anywhere (at least none I know about). Nevertheless, these words are Flan names for two humanoid races: "Celbit" is the Flan word for kobold and "jebli" is the Flan word for goblin. Here is a more complete list of Flan names, courtesy of reader Gene Weigel of Albany, N.Y.:

Orc: Euroz
Goblin: Jebli
Ogre: Eiger
Gnoll: Kell
Kobold: Celbit
Hobgoblin: High Jebli
Elf: Olve
Dwarf: Dwur
Halfling: Hobniz
Gnome: Noniz

 Gene gleaned these names from the original WORLD OF GREYHAWK boxed set (TSR product #1015).
Attributes: 2E

Sage Advice #200 p. 106 (December 1993), Question: 15 🔗
Pantheons of the Month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Celtic and the Chinese pantheons in Legends & Lore:

Celtic pantheon
Lugh: Major: War, Travelers; Minor: None.
Oghma: Major: Wards; Minor: Time, Thought.
Goibhniu: Major: Time; Minor: Wards.
Daghdha: Major: Time; Minor: Thought, Wards.
Manannan mac Lir: Major: Time; Minor: Travelers.
Arawn: Major: Time; Minor: Chaos.
Morrigan: Major: War; Minor: Chaos.
Diancecht: Major: Wards; Minor: Travelers.
Math Mathonwy: Major: Thought; Minor: Time.
Belenus: Major: Time; Minor: Travelers.
Brigantia: Major: Time; Minor: Wards.

Chinese pantheon
Shang-ti: Major: Law, Thought; Minor: War, Wards.
Kuan-ti: Major: War, Wards; Minor: Time, Thought.
Yen-Wang-Yeh: Major: Law; Minor: Time, Wards.
Fu Hsing: Major: Chaos; Minor: Time, Travelers.
Chung Kuel: Major: Numbers; Minor: Thought, Time.
Liu: Major: Time; Minor: Wards.
Lu Hsing: Major: Law; Minor: Wards.
Shou Hsing: Major: Time; Minor: Chaos.
Kuan Yin: Major: Wards; Minor: Travelers.
Chih-Nii: Major: Numbers; Minor: Thought.
Lei Kung: Major: Law; Minor: War.
Sung Chiang: Major: Time; Minor: Wards.
Lao Tzu: Major: Thought; Minor: None.
K'ung Fu-tzu: Major: Law; Minor: None.
The Dragon Kings: These deities grant no spells.
Ch'eng Huang: These local deities might grant minor access to any one of the following spheres: Time, Travelers, or Wards.
Attributes: 2E, Pantheon

Sage Advice #201, January 1994

This month, the sage continues his look at magic in the AD&D® and D&D® games.

Sage Advice #201 p. 44 (January 1994), Question: 1 🔗
Is it possible for a character using the third-level wizard spell wraithform to use nonoffensive spells or psionic abilities such as clairvoyance? Can a character using invisibility use nonoffensive spells or psionics?
Wraithform does not prevent spellcasting or psionics of any kind, nor does it prevent attacks. All the caster's attacks, however, must be directed at targets on the Ethereal plane. Personal spells such as fly or infravision work normally on the caster. Attack spells such as magic missile or fireball work, too, but, only when cast at ethereal targets. The DM must decide about spells and psionic disciplines that fall in between. Clairvoyance, for example, cannot cross planer boundaries and I'm inclined to suggest that a caster in wraithform can scry only ethereal locations. Likewise, fly spells can be cast, by touch, on creatures other than the caster, but the DM might rule that only ethereal creatures can be touched. (After all, a touch-delivered attack spell would have to be used against an ethereal target.)
 As "Sage Advice" has pointed out before, invisibility does not prohibit all spellcasting, only offensive spells.
Attributes: 2E, Spell, Invisibility, Touch spells

Sage Advice #201 p. 44 (January 1994), Question: 2 🔗
A character affected by an Otto's irresistible dance spell must roll a 20 to make any saving throw. Do saving-throw bonuses from high ability scores or magical items apply, or does the character have to roll a "natural" 20?
 Judging from the spell description's wording (PH, page 190), I'd say the victim actually has to roll a 20 on the saving throw die, ability score and magical bonuses notwithstanding. I can think of one exception: if the victim has a scarab of protection (see DMG, page 179). I'd allow magical bonuses to apply to all saves while the victim is dancing. Note that the scarab has no effect on saving throw bonuses from ability scores.Attributes: 2E, Spell

Sage Advice #201 p. 44 (January 1994), Question: 3 🔗
Exactly how much damage does the defiling regeneration spell (from the DARK SUN® setting's Dragon Kings book) inflict on attackers? For example, if a 30th-level defiler is battling a druid, how much damage does the druid suffer for each point of damage inflicted on the defiler?
 You seem to be confusing the damage caused by casting a defiling spell with the hit points the defiler regenerates as result of casting the spell. The druid in your example suffers no damage at all. Creatures protected by defiling regeneration draw energy at the expense of the land, not their opponents. They regenerate at a flat rate of 2 hit points per round if damaged but still above 0 hit points, and 1 point per round if reduced to 0 hit points or less. Note that when the recipient reaches full hit points she is no longer damaged and stops regenerating.
 The defiling regeneration spell produces a minor defiling effect similar to what a normal defiler spell produces, but the area is very small-no larger than the protected creature's feet. This is why a battlefield where defiling regeneration has been used is littered with ashen footprints instead of great circles of ash. An opponent engaged in combat with a protected creature does not suffer any pain or initiative penalties as she would if caught in the area of destruction created when a defiler casts a normal spell. I suppose an opponent could be hurt if a creature protected by this spell was regenerating while in flesh-to-flesh contact (as might be the case during wrestling or overbearing combat), but the only effect would be non-damaging pain and the accompanying initiative penalty.
Defiling regeneration is a defiling magic, however. The act of casting this spell kills all plants within 3-30 yards (depending on the terrain, see Rules Book, page 601, leaving an area of lifeless ash in their place. Living animals, monsters, and people within 30 yards suffer 1d6 points of damage for every experience level the caster has gained over 20 (see DK, page 44). The caster might inadvertently kill the creatures he is trying to protect with this spell unless he is careful to place them outside this damage radius.
Attributes: 2E, Spell

Sage Advice #201 p. 44 (January 1994), Question: 4 🔗
What happens when the owner of a pouch of security (from the D&D game) dies? Does the pouch scream if someone picks it up, or does the next person to pick up the pouch become the owner?
 Based on the item description (Rules Cyclopedia, page 241), I'd suggest that a pouch of security becomes unattached to any character after lying unattended for more than one hour. The pouch can be considered unattended if the owner is dead or more than 120' away.Attributes:

Sage Advice #201 p. 44 (January 1994), Question: 5 🔗
I've noticed that all the goblinoid deities in the Monster Mythology book are evil. Can goblin PC shamans and witch doctors worship human or demihuman deities instead?
 Of course they can! Most deities are picky about their priests' and worshippers' alignments, but very few are concerned with race. If the deity's description doesn't specifically mention a racial requirement for priests or worshippers, there isn't one. Note that the priest in question must meet the racial and ability-score requirements for the priest class. Your goblin has to have a Wisdom score of at least 9 to be a priest of any deity.Attributes: 2E

Sage Advice #201 p. 44 (January 1994), Question: 6 🔗
Would it be possible for two small creatures to tear a magical cloak in half so each could benefit from it?
 Generally speaking, breaking or tearing a magical item destroys the item. The DM might allow a tailor to carefully cut a magical robe or cloak in half and use the material to make two garments, but there should be a chance that the magic will fail during the alteration. I suggest a base roll of 12 or better, modified for the item's enchantment (see DMG, page 38), I suggest a +2 or +3 for a cloak of displacement, for example. If your campaign uses nonweapon proficiencies, the tailor should make a proficiency check, too. If the check fails, the cloak is ruined. If the proficiency check is very good, say the exact number required, the cloak might get an additional saving throw bonus.Attributes: 2E

Sage Advice #201 p. 44-45 (January 1994), Question: 7 🔗
I've been busy compiling a list of spells from various AD&D game products, and I've hit a snag. In several places, different books give different levels for the same spell, for example, dispel illusion is listed at third level in the original Player's Handbook and fourth level in Oriental Adventures. Which should I use? Also there are a few spells that are so similar that I don't know which to use, for example mummy rot from The Complete Wizard's Handbook and mummy's touch from the FORGOTTEN REALMS® Adventures book.
 Generally speaking, you should go with the most recently published material. Other considerations sometimes take precedence, however. In the case of dispel illusion, for example, you're dealing with a spell that has been written out of the current game. Illusionists in the original game got this spell as a third-level spell, and wu jen (who are generalists) got it as a fourth-level spell. In the current game, illusionists don't get Abjurations at all, so I recommend pegging dispel illusion at fourth level.
 If you're playing a FORGOTTEN REALMS campaign, you probably ought to use mummy's touch because it was created for FR campaigns. If you use another world, your decision depends on how nice you want to be to spell-casters. Mummy's touch is generally more powerful than mummy rot, and is two levels lower to boot (magic on Toril tends to be potent). On the other hand, mummy's touch has a save, and mummy rot does not (at least when the spell is used against a human, demihuman, or humanoid). You might want to compromise and use one spell or the other as a fourth-level spell.
Attributes: 2E, Spell

Sage Advice #201 p. 45 (January 1994), Question: 8 🔗
Can a character who is illiterate fall victim to a glyph of warding, explosive runes, or symbol spell? What if the character is blind or his vision is obscured by magical darkness?
 When dealing with a glyph of warding, ignorance is not bliss. A glyph is a magical ward that fires whenever the condition the caster imposes comes to pass. It doesn't necessarily have to be read, in fact, it is seldom even seen.
Explosive runes are another case entirely. They are not triggered until the writing they protect is read; a character who cannot see or cannot read cannot trigger the runes.
 A symbol need not be read to take effect, but it must be seen. Illiterate characters viewing the symbol are subject to its full effects. Creatures that cannot see the symbol are never affected, no matter why they can't see it: blindness, darkness (magical or normal if the creature does not have infravision), and something as simple as a blindfold all prevent a symbol from taking affect. The illusory script spell also falls into this category; the script need not be read, but it doesn't work unless it is seen.
Attributes: 2E, Spell, Blindness

Sage Advice #201 p. 45 (January 1994), Question: 9 🔗
Is it possible for cities and towns in Faerun to have community deities as described on pages 46-47 of The Complete Priest's Handbook? I'd like to run a priest character who worships such a deity, but my DM won't let me because there are no community deities mentioned in the Running the Realms book (from the new FR boxed set).
 There are numerous local deities throughout the Realms (see Running the Realms, page 45, first paragraph). These deities probably qualify as quasi-powers and the civic-deity rules from the CPH would fit them nicely. Nevertheless, your DM might not want to mess around with such deities, as the CPH itself points out. Talk this over with your DM again; if the DM still nixes your proposal, pick a mainline deity for your character.Attributes: 2E

Sage Advice #201 p. 45 (January 1994), Question: 10 🔗
Were rules for half-giant clerics left out of Earth, Air, Fire, and Water on purpose? My group and I assume this is a mistake, because of the line on page 20 that says any Athasian race can become clerics.
 This was an editorial oversight. Half-giants have no particular affinity for any one element and have an advancement limit of 12th level regardless of the type of cleric they become.Attributes: 2E, Class

Sage Advice #201 p. 45 (January 1994), Question: 11 🔗
Is there any limit to the number of stoneskin spells that can be cast on a single character? Our PC group was recently set upon by a horde of foes, each protected by more than 100 stoneskins. Will stoneskin protect a character from falling damage? How may "attacks" will a protected character lose if an opponent hurls a handful of small objects (rocks or gems) at her from close range?
 The spell description doesn't give any limit to the number of stoneskin spells a creature can enjoy at once. This, however, can lead to tremendous abuse. (One hundred stoneskins each? Give me a break!) I strongly suggest that you roll only once for the number of attacks a stoneskin spell negates and that this number applies no matter how many spells subsequently are cast on the recipient. For example, if a 20th-level wizard casts three stoneskin spells on a fighter, roll 1d4 + 10 for the number of attacks negated. If the roll is a "2" the fighter is protected from 12 and only 12 attacks. Once 12 attacks negate the spell the fighter can receive a fourth spell and can make a new roll. I also recommend that you give stoneskin a maximum duration of one day. This prevents a wizard with time on her hands from casting stoneskin on every soldier in an army.
Stoneskin protects against physical attacks in which something is hurled or struck against the victim: cuts, slashes, blows, bites, claws, tail slaps, etc. Magical and energy attacks are not negated. One could make a case for treating a fall as a blow, but I recommend against it. The recipient becomes something like a big statue, which is generally immune to blows, but it still can shatter if it's pushed out a window and falls to the ground. Note that the character is protected from caveins and avalanches, as these are situations where objects are hitting the character. Note also that magical attacks work against the character no matter how the spell delivers damage; magic missiles, lightning bolts, ice storms, and the various Bigby' s hand spells go right through stoneskins.
 Generally speaking, one of a stoneskin's protections is negated for each attack roll made against the character. A reasonable DM is going to call for one roll if a handful of pebbles is thrown at a target because all the pebbles are released at about the same time and all hit at about the same time, so this kind of attack should count against a stoneskin spell only once. Otherwise, a character could blow down a stoneskin by hurling handfuls of sand or dust. Likewise, an avalanche or cave-in negates one attack. Arrows, on other hand, come at their targets one at a time.
Attributes: 2E, Spell, Stoneskin

Sage Advice #201 p. 45 (January 1994), Question: 12 🔗
You forgot to include Sune's spheres in your list of Tome of Magic spells for FORGOTTEN REALMS deities in issue #192.
 Oops, here they are: Major: Time, Thought; Minor: None.Attributes: 2E, Pantheon

Sage Advice #201 p. 45 (January 1994), Question: 13 🔗
What Tome of Magic spells can druids cast? Your lists of spells for various specialty priests includes some deities that grant spells to druids, but the lists are never the same!
 The lists vary because each set of spells is tailored to the deity and its portfolio, not to druids in general. A druid who worships a particular deity gets access to whatever TOM spheres are listed for the deity. For druids not dedicated to a specific deity I'd suggest the following: Major: Time, Wards; Minor: Travelers.Attributes: 2E

Sage Advice #201 p. 45 (January 1994), Question: 14 🔗
Pantheon of the month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Egyptian pantheon in Legends & Lore:
Ra: Major: Law, Thought; Minor: Time, Wards.
Geb: Major: Time; Minor: Wards.
Nut: Major: Time; Minor: Wards.
Shu: Major: Time; Minor: Wards.
Tefnut: Major: Time; Minor: Wards.
Osiris: Major: Wards; Minor: Thought.
Isis: Major: Numbers; Minor: Time.
Set: Major: Chaos; Minor: Time.
Nephythys: Major: Numbers; Minor: Wards.
Thoth: Major: Numbers; Minor: Thought.
Ptah: Major: Travelers; Minor: Time.
Horus: Major: War; Minor: Wards.
Anhur: Major: War; Minor: Time.
Bast: Major: Time; Minor: Travelers.
Attributes: 2E, Pantheon

Sage Advice #202, February 1994

This month, the sage takes a look at various optional rules for the AD&D® 2nd Edition game and considers a few miscellaneous reader queries.

Sage Advice #202 p. 67 (February 1994), Question: 1 🔗
Which races from The Complete Book of Humanoids can become psionicists? Which ones can have wild talents? What about the races in The Complete Spacefarer's Handbook?
 None of the races in the two books you mentioned are particularly inclined to become psionicists. On the other hand, if the DM chooses to allow it, I see no reason why any of them can't be psionicists. I suggest 7th level as the upper limit for advancement, just like elves and half-elves. Note that psionicists must be lawful, and have several ability score requirements. These are detailed on page 8 of The Complete Psionics Handbook (CPH).
 Any character can have a wild talent; just use the rules for wild talents, which start on page 19 of the CPH. Don't forget the nonhuman penalty (50% reduction in the adjusted chance to have a wild talent). All PCs on Athas have wild talents, so the nonhuman penalty is irrelevant for DARK SUN® campaigns.
Attributes: 2E, Class

Sage Advice #202 p. 67 (February 1994), Question: 2 🔗
What, exactly, happens when the Dark Powers of Ravenloft form a new domain? Does the original land just disappear?
 According to the Forbidden Lore boxed set, the Athasian city of Kalidnay has become part of the Demi-plane of Dread, but in Merchant Houses of Amketch the ruins of Kalidnay are still on Athas. Both products feature identical maps. What's going on here? Which is the real Kalidnay?

Exactly what happens when the Dark Powers form a new domain is unrevealed. Kalidnay, however, illustrates the results. When the Dark Powers recognize one of their own, the Mists rise up and whisk the offender away to the Demi-plane of Dread. The land, buildings, and large objects surrounding the offender are unaffected, but all the people nearby are drawn into the demiplane along with the offender. When the new domain forms, it is an exact replica of the area where the offender was when the mists arose.
 Except for the fact that the people are gone, the original area is unaffected. What happens to unintelligent animals in the area is not clear. The new domain is fully populated with the appropriate normal animals, so either the animals are drawn into the demiplane or new animals form along with the domain. Likewise, important personal property, including magical items, treasure, and other items important to the transferred characters move to the demiplane, as do all items people are wearing or carrying. To an observer on the original plane, it appears that the mists have washed over the land like an ocean wave and carried away all the people. Some people might escape the mists, but they would have to leave the area quickly
 So, the "real" Kalidnay exists both on Athas, as a deserted ruin inhabited by squatters, and as an island of terror in the domains of Ravenloft.
Attributes: 2E

Sage Advice #202 p. 67 (February 1994), Question: 3 🔗
The Dark Recesses booklet from the Forbidden Lore boxed set says Athasian characters can be transported to the Dark Domains. Will the Dark Powers transport non-Athasians to Athas?
 The Dark Powers never transport anyone out of Ravenloft, but it is possible that a portal leading off the demiplane might lead to Athas. Any creature passing through such a portal will wind up on Athas even if it didn't originally come from Athas.Attributes: 2E

Sage Advice #202 p. 67 (February 1994), Question: 4 🔗
After rolling up a saurial flyer rogue using The Complete Book of Humanoids, it came as a rude shock that none of the rogue kits are available to saurials. Is this an oversight?
 You seem to be confused by the requirements sections in the rogue kit descriptions (which start on page 83). Two kits, scavengers and tramps, are available to "any humanoid," which includes all the saurials and every other race in the book. In this context, the term "any humanoid" is shorthand for "any race included in The Complete Book of Humanoids."Attributes: 2E, Class

Sage Advice #202 p. 67 (February 1994), Question: 5 🔗
In the DARK SUN setting, Strength scores can go as high as 24, but there is no mention of encumbrance or modified movement rates for strengths higher than 18 in the DARK SUN rules or the Player's Handbook. What gives?
 What gives, probably, is that you have an old edition of the Player's Handbook. The current PH lists ability scores from 1 to 25 for all six AD&D® game attributes.Attributes: 2E

Sage Advice #202 p. 67-68 (February 1994), Question: 6 🔗
Is it possible for a psionic character to have two defense modes operating at once? The Mind Blank defense costs nothing to initiate and maintain, so it seems likely that this is possible. If two modes can be used at once, does it requires a "six-finger" contact to attack the defender's mind?
 As my colleague Rich Baker has pointed out the way in which psionic defenses are structured and the round-by-round limits of power use makes using two defense modes at the same time impossible. A psionicist can initiate one power each round, plus one defense mode, and can maintain any number of powers provided that he has sufficient PSPs (see CPH, page 22). However, of the five defense modes (Mind Blank, Thought Shield, Mental Barrier, Tower of Iron Will, and Intellect Fortress) only mind blank can be maintained. The other four defense modes must be reinitiated each round (that is what the "na" under maintenance cost means). Mind Blank automatically switches off when another defense mode is initiated (see the power's description on page 88, 2nd and 5th paragraphs). Since a character can initiate only one defense each round, and no defense lasts more than a single round (except for Mind Blank with its automatic switch off) it's pretty difficult for a character to have two defense modes operating at once. If through some unusual twist of fate a character does have two defense modes operating at once, she gets the benefit of only the best one, and it still takes only three tangents to force a contact. Haste spells do not allow characters to violate the one-power-one-defense limit. Also, the Split Personality science creates two separate personalities within the user's body. Each personality can operate a defense mode each round, but the character still is limited to one defense per personality.Attributes: 2E, Class

Sage Advice #202 p. 68 (February 1994), Question: 7 🔗
What spheres of spells do the halfling deities listed on page 65 of DMGR4 The Complete Book of Gnomes and Halflings, grant to their priests? Why isn't this information included in the book?
 Complete game information on the five halfling deities listed in the CGH is included in Monster Mythology. The CGH is a book about gnomes and halflings, not about deities. Deities and their relationships with their priests is a complex subject, which is beyond the scope of CGH. The information included on page 65 of that book is intended to give the reader information about how halflings see their deities, not to provide a game overview of the deities. If all the applicable game information for the deities associated with each demihuman race were included in each DMGR, there would be 11-14 pages of general material on deities and priests duplicated in each book.Attributes: 2E

Sage Advice #202 p. 68 (February 1994), Question: 8 🔗
According to The Complete Psionics Handbook a clairvoyant psionicist gets a save vs. a detect scrying spell. If the first save fails, can the psionicist try to affect the wizard again? How does the crystal ball detection radius for the spell work? Are crystal ball users immune from the spell if they are more than 120' away?
 A psionicist or character using a scrying spell or device gets only one chance to avoid detection by making a save. If the save fails, the character who cast detect scrying knows who the scryer is and his general location. If the save succeeds, the caster knows only that he is being scryed. A successful save has no other effect on the detect scrying caster.
Detect scrying can reveal any scrying attempt directed at the caster by any means, at any range. The radius of detection applies to the use of scrying devices that are directed at targets other than the detect scrying caster.
Attributes: 2E, Spell

Sage Advice #202 p. 68 (February 1994), Question: 9 🔗
Are there any mechanics for using the invisibility factor described on page 8 of The Complete Book of Gnomes and Halflings?
 Other than the bonuses that gnome and halfling rogues gain for their hide-in-shadows abilities, there are no rules governing the invisibility factor. Instead, the DM should work the invisibility factor into the game (or not work it in, if she so chooses). The important point is that "big folk" (humans, elves, half-elves, and even dwarves) tend not to notice gnomes and halflings in most circumstances. Obviously, a halfling dancing a jig and playing a kazoo is going to attract attention just about anywhere. But even a halfling or gnome fighter in plate armor isn't going to cause much of a stir in a crowded city street. Bystanders might remember the armored gnome or halfling, but they won't be sure exactly when she arrived or when she left. The invisibility factor is not a racial ability so much as a tool that the DM and players can use to add some spice to a campaign.Attributes: 2E

Sage Advice #202 p. 68 (February 1994), Question: 10 🔗
Armor of command from the Dungeon Master Guide is described as a suit of full plate armor, which would give the wearer an armor class of 1 before adjustments for magic, dexterity, or shield. However, the item description says the armor functions as plate mail +1, which has a base armor class of only 3. How does the armor really work?
 It works exactly as the book says it does. It is, in fact, a complete suit of plate armor. The wearer is fully encased in flashy-looking metal. However, the armor looks better than it works, and it functions as magical plate-mail armor, not full-plate armor.Attributes: 2E

Sage Advice #202 p. 68 (February 1994), Question: 11 🔗
Pantheon of the month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Greek pantheon in Legends & Lore:
Gaea: Major: Time; Minor: None.
Uranus: Major: Chaos; Minor: None.
Cronus: Cronus cannot grant spells.
Rhea: Major: Time; Minor: None.
Zeus: Major: Law; Minor: Wards.
Hera: Major: Chaos; Minor: Wards.
Aphrodite:. Major: Time; Minor: Chaos.
Ares: Major: Chaos, War; Minor: None.
Artemis: Major: None; Minor: Time, Travelers.
Athena: Major: War; Minor: Numbers, Wards.
Demeter: Major: none; Minor: Time, Travelers.
Dionysus: Major: None; Minor: Chaos, Time.
Hephaestus: Major: None; Minor: Thought, Wards.
Hermes: Major: Travelers; Minor: Chaos, Time.
Apollo: Major: None; Minor: Thought, Time.
Poseidon: Major: None; Minor: Chaos, Time.
Hades: Major: None; Minor: Law, Time.
Hecate: Major: None; Minor: Thought, Time.
Titans: Major: None; Minor: One of the following, as appropriate: Thought, Time, or Wards!
The Furies: The Furies do not grant spells, as they have no worshipers.
Attributes: 2E, Pantheon

Sage Advice #203, March 1994

This month, the sage takes a close, but careful look at prismatic effects and other magic in the AD&D® 2nd Edition game, and considers other problems facing referees.

Sage Advice #203 p. 79 (March 1994), Question: 1 🔗
Can the caster of a prismatic sphere or prismatic wall cast spells out of the sphere or wall?
 One could argue that because the caster can freely pass through a prismatic effect, her spells ought to be able to pass, too. The AD&D game, however, generally does not allow characters to launch attacks through absolute protections Iike prismatic spheres or walls. Even a partial prismatic sphere or wall stops spells if the indigo and violet layers are in place. Note that if these two layers are absent (which might be the case when a character creates a prismatic wall a layer at a time with a wand of conjuration) spell effects can pass freely through the sphere or wall in both directions.Attributes: 2E, Spell

Sage Advice #203 p. 79 (March 1994), Question: 2 🔗
What happens if a creature with magic resistance successfully resists a time stop spell? How many rounds of actions does the creature get while the time stop caster is taking his 1-3 rounds of free actions? If the creature is free to act for 1-3 rounds, it gains from a hostile spell. If the creature only gets one round of action, the caster might be free to attack it for one or two rounds, which doesn't grant the creature much benefit from its successful resistance roll.
 Actually, neither of these two situations would arise. Time stop is an in-place effect (see PH, page 102 or DMG, page 67); if a magic-resistance roll succeeds, the time stop collapses, perhaps with a thunderclap, puff of smoke, or other dramatic effect.Attributes: 2E, Spell

Sage Advice #203 p. 79 (March 1994), Question: 3 🔗
How are a holy sword's magic resistance and dispel magic abilities supposed to work? According to the PH, the circle of power has a 30' diameter, but the DMG says the radius is five feet. The PH says the dispel ability works on hostile magic. Does this mean that friendly magic is unaffected? Is the dispel ability continuous while the sword is held? Can any magic pass through the radius?
 Though there has yet to be any official rulings, the current thought at TSR, Inc., is as follows: The dispel magic and magic resistance powers have a five-foot radius. The magic resistance is continuous while the sword is unsheathed and held (by a paladin). Dispel magic is not continuous and must be invoked by the paladin holding the sword. Doing this counts as an action and the dispel affects all magic in the radius, hostile or not. Because the dispel is instantaneous, it usually cannot stop magic from passing though the radius—this power is most effective against in-place effects.
 The magic-resistance power functions according to the rules for magic resistance in the PH and DMG. Note that magic resistance comes into play only when magic can affect the protected creature. A spell that is just passing though is not affected. For example, a magic missile targeted at a creature 20' behind the paladin works normally. If the same spell is targeted at the paladin or at any other creature within five feet of the paladin, the magic resistance comes into play. Note that in some cases a spell can be blocked by default. For example, a blast from fireball affects anything within its area of effect. If a holy swords magic-resistance roll succeeds against the blast, then the blast is completely excluded from the five-foot magic-resistance radius. If the blast is rushing down a corridor at the paladin the magic resistance radius will completely block the blast if the corridor is small enough. This does not mean that a holy sword blocks all fireballs and similar effects. If, for example, a fireball's glowing missile is set to detonate outside the magic-resistance radius, the missile can explode normally, but if the magic-resistance roll succeeds, anything within the radius is protected from the blast.
Attributes: 2E, Spell, Paladin with Holy sword

Sage Advice #203 p. 79 (March 1994), Question: 4 🔗
What happens when a druid is part of a combine spell? Can the druid make or contribute to undead-turning attempts even though druids cannot turn undead?
 A combine spell gives a power boost to the central priest in the group using the spell. It does not grant the central priest powers or spells that would not normally be available to him. So, a druid who is the central priest in a combine spell cannot turn undead. The central priest in a combine spell can draw power from the supporting circle to enhance undead-turning or any spell that has level-based variables, such as range, damage, and duration. The spell description does not mention any special requirements for members of the circle except that they must be priests, so I'm inclined to suggest that the type of the priests in the circle does not matter. The central priest draws raw power from the circle and uses that power to enhance his own abilities. Note that while the spell description mentions only undead turning, the DM might allow any level-based granted power to be enhanced with a combine spell, provided that the power has details that vary with level. Remember that the central priest always must be the most powerful priest in the group and that combine does not grant powers that the central priest cannot normally use. A group of low-level druids, for example, cannot use combine to boost the central druid to seventh level so he can shape change. Likewise, if a power is usable only a limited number of times each day, combine does not allow the central priest to exceed that limit.Attributes: 2E, Spell, Turn Undead

Sage Advice #203 p. 79 (March 1994), Question: 5 🔗
DRAGON® issue #185 included (on page 18) a list of creatures from other AD&D game worlds that are suitable for use on Athas. Which of these have psionic abilities?
 None of these creatures are known for psionic abilities. However, if the DM decides to include these creatures among the species native to Athas, I'd recommend giving wild talents to goblyns, alaghi, desert centaurs, and grimlocks.Attributes: 2E

Sage Advice #203 p. 79-80 (March 1994), Question: 6 🔗
Where can I find deck plans for ships not included in the original SPELLJAMMER® boxed set and the War Captain's Companion?
 The following products each have one or more sets of deck plans: SJQl Heart of the Enemy (TSR product #9347), SJS1 Goblin's Return (TSR product #9343), SJA2 Skull and Crossbows (TSR product #9286), SJA3 Crystal Spheres (TSR product #9299), SJA4 Under the Dark Fist (TSR product #9325), and SJR1 Lost Ships (TSR product #9280).Attributes: 2E

Sage Advice #203 p. 80 (March 1994), Question: 7 🔗
According to Table 48 in the DMG (page 48) rogues gain 2 XP for each gold piece worth of treasure they steal. Recently, the PCs in my game infiltrated the home of the local dictator and the party's thief made off with a ring that ultimately turned out to be worth 5,000 gp (after rolling for its value on the art objects table). The thief also took other treasures from the house. Do I have to give this character 10,000 XP?
 A DM never has to give a PC any experience at all, but it's usually a good idea to do so if you want your players to come back for another game. Individual experience-point awards always are given at the DM's discretion. Some guidelines for determining when an individual award is appropriate are given on page 48, right below Table 34: Was there a reason for the character to take the action? Was there a significant risk to the character? If the answer to either question is yes, some sort of award is merited. Was the action detrimental or abusive to the other PCs? If the answer is yes, an award is not merited. If you decide to make the award, you also must decide how much experience to award; two points of experience for each gold piece worth of treasure is only a guideline. If you think it's too much, by all means reduce it. If the character in question is high level and 10,000 XP represents only a fraction of the experience requirement for the next level, you probably should award it all, especially if the character did her pilfering in a heroic manner that did not leave the rest of the PCs in the lurch. If the character is low level and 10,000 XP represents most or all the experience requirement for the next level you should give only a fraction of the 10,000 XP. You also should reduce the award of the thief who abandoned her companions in the face of danger; for example, if the thief sneaked off to rifle the bedroom while the other PCs were locked in a deadly combat with the dictator's pet owlbear, the award should be reduced or eliminated altogether. Note that if the dictator is one of the PCs' major foes, the theft might increase the story award for the group as a whole, especially if the loss interfered with some devious scheme the villain had planned.Attributes: 2E

Sage Advice #203 p. 80 (March 1994), Question: 8 🔗
Pantheon of the month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Indian pantheon in Legends & Lore:
Brahman: Wizard spells (as an ascetic) from two schools of magic only.
Indra: Major: Chaos, War; Minor: Time.
Varuna: Major: Law; Minor: Thought, Wards.
Mitra: Major: Law; Minor: Thought, Travelers.
Yama: Major: Law; Minor: Thought, Time.
Agni: Major: Chaos; Minor: Time, Travelers.
Surya: Major: Law; Minor: Time, Wards.
Savitri: Major: Time; Minor: Travelers, Wards.
Soma: Major: Chaos; Minor: Time, Thought.
Ushas: Major: Law; Minor: Time, Wards.
Siva: Major: Time; Minor: Numbers, Thought.
Kali: Major: Chaos; Minor: Time, Thought.
Brihaspati: Major: Thought; Minor: Law, Wards.
Rudra: Major: Time; Minor: Numbers, Thought.
Puchan: Major: Travelers; Minor: Time, Wards.
Ratri: Major: None; Minor: Chaos, Time.
Vayu: Major: None; Minor: Time, Wards.
Tvashtri: Major: None; Minor: Numbers, Thought.
Attributes: 2E, Pantheon

Sage Advice #204, April 1994

This month, the sage looks at some of the more unusual—and memorable— questions from the past year. As always, 100% of the questions were submitted in writing by the readership and have been edited only to improve readability.

Sage Advice #204 p. 81 (April 1994), Question: 1 🔗
Here's a question on a solid topic; namely, a rock. Is a rock (a really big one, mind you) considered a thrown missile weapon when it is pushed off a ledge to drop onto a target below? If it was, then the attacker would get Strength bonuses to the attack and damage rolls, right?
 The strength bonus to attack and damage rolls do apply to thrown missiles. A rock dropped or pushed off a ledge, however, is not a thrown missile, no matter how big or small the rock is. To qualify for the bonus, a missile must be propelled solely by a character's muscle power, or by a specially constructed bow. "Sage Advice" previously has recommended that only composite bows should be allowed to grant strength bonuses to missile attacks, but this is not official.Comment: The previous Sage Advice referenced here is #142 p. 71 (February 1989), which is just 1 month after the release of the 2E Player's Handbook. The #142 issue clearly tried to help with the 1E version of the rules, so this on is crossing a gab.Attributes: 2E, Weapon, Bows and Strength

Sage Advice #204 p. 81 (April 1994), Question: 2 🔗
Could you establish some guidelines for the chances of hitting objects? For example, what is the armor class of the broad side of a barn? Any fool ought to be able to hit it, but if you assign it an armor class of 10, a 1st-level mage has a substantial chance of missing, even from three feet away. What is the chance for hitting the bullseye of a moving target in a shooting gallery? What does it take to hit a candle's flame with a sword without disturbing the candle? How hard is it to cut straps on an opponent's armor?
 Technically, AC 10 is the worst armor class in the game—things just don't get easier to hit than that. Note, however, that various modifiers can apply to attack rolls, even against objects. Sleeping or magically held targets, for example, are hit automatically in melee. Barns don't actually sleep, but they aren't very lively either, so melee attacks generally hit them automatically. On the other hand, if a character was trying to chop a hole through a barn wall with a dagger, I'd require a successful attack roll vs. AC 10, because all the character's blows have to land in about the same place or the character never makes a hole.
 Missile attacks are a different story. I suggest giving your barn AC 10, with a +4 bonus to the attack roll for a stunned defender. (Barns are rather passive, after all.) In this situation, your 1st-level mage sure could miss an arrow shot from three feet away. I don't have a problem with this; I've seen inexperienced archers attempting to shoot and some of them really could miss the broad side of a barn. Note that in this case, a "miss" probably indicates that the character completely flubbed the shot.
 Shooting gallery targets can have just about any armor class you care to assign to them. Assuming that the gallery patrons are normal humans, I'd suggest AC 8 for stationary targets that are about the size of a man's chest, AC 4 for moving targets the same size, AC 0 for smaller moving targets and AC -2 for the target that can win the shooter the big prize. Note that such targets can be made much harder to hit by increasing their speed, and by nefarious tricks such as slipping badly fletched or crooked arrows to the shooter; if adventurers show up at a shooting gallery, the owner most likely will shut the place down or do something to stack the odds in her favor.
 I'd suggest AC -2 for a candle flame, with a -4 attack penalty for snuffing it out without disturbing the candle.
 Treat attacks on opponents' equipment as called shots (see DMG, page 58). When determining the results of a successful called shot, remember that an item such as a belt, pack strap, or armor strap might have has many as eight hit points (see DMG, page 38) and could very well survive a single hit. For more extensive optional rules covering hit locations and called shots, check out The Complete Fighter's Handbook.
Attributes: 2E, April Fools

Sage Advice #204 p. 81 (April 1994), Question: 3 🔗
How do beholders reproduce? The Monstrous Compendium book lists their organization as "solitary" and describes them as "hateful, aggressive, and avaricious." Divorces probably are common among beholders. How many hit points and eyestalks do baby beholders have? Would baby beholders have to leave their parents to avoid being eaten?
 Exactly how beholders procreate is unrevealed, but the Monstrous Manual tome suggests that beholder reproduction is parthenogenetic. That is, reproduction takes place without fertilization. This could explain why beholders are so grumpy all the time. In short, the most likely theory is that when conditions are right any mature beholder can give birth. A brood probably consists of 1-4 young beholders, and might require the body of a slain creature (perhaps even another beholder) to serve as an incubator. I suggest giving young beholders a minimum of 12 hit points—eight for the body, and four for the central eye. Infant beholders have a full complement of eyes.
 I don't think beholders would eat their young, but they wouldn't hesitate to abandon them to save their own lives.
Attributes: 2E, April Fools

Sage Advice #204 p. 81-82 (April 1994), Question: 4 🔗
Not long ago, my character had an accident with his spelljamming vessel—the reactor on his gnomish sidewheeler suffered a meltdown while in the phlogiston (and you know what that means). My character tried to steer the ship through a portal into Realmspace, but the ship blew up before it had exited the flow. The resulting explosion destroyed the ship, the portal, and a good portion of the crystal shell. (Fortunately, my character escaped via his amulet of the planes.) Since the resulting hole in the crystal shell is going to allow the phlogiston to rush into Realmspace, would that mean that Toril will be consumed in flames? If so, how much experience does my character get when the entire population (barring fire-resistant creatures) is killed? (A number rounded to the nearest million would be okay.) Does the character receive any additional experience from escaping the wreck?
 It's time for a few reminders about the properties of crystal shells:
 First, all crystal shells are made of an unknown substance that is unbreakable; check out page 9 of the Concordance of Arcane Space (from the original SPELLJAMMER® boxed set), for more details. Mortals cannot destroy or alter crystal shells, except in the limited manner described in Concordance of Arcane Space. Even a wish is ineffective. Exploding spelljamming ships aren't up to the job.
 Second, crystal shells are so huge that the explosion in your example could not destroy a significant portion of even a small one. The Realmspace shell has an area of about 128,680,000,000,000,000,000 square miles (the planet earth, by contrast has a surface area of only 196,938,800 square miles). Even if the explosion created a fireball the size of the sun, the hole it would make would be a mere pinprick when compared with the size of the shell, The space inside a shell is so huge (cosmically huge) that time would end before enough phlogiston could leak in to flood the entire sphere, or even to threaten the outermost planets in the system.
 Third, phlogiston does not tend to flow through holes in crystal shells. Every portal through a shell is a hole, but some barrier or phenomenon keeps the phlogiston out, though ships that locate the portal can pass through. Even if the explosion in your example "jammed" the portal open and allowed phlogiston to leak in, you'd probably just get a localized effect that looks just like a star embedded in the shell. Ships still could use the portal, provided their crews had enough nerve to dive into the heart of the star.
 Finally, experience in the AD&D® game is awarded for success achieved in the face of a significant risk. Inadvertent destruction is not success, so even if your character had managed to incinerate all of Toril, he wouldn't be entitled to any experience for it. Your DM, however, might give the character a few experience points for surviving the wreck. How big the award is depends on the campaign, but it should be fairly small, 1,000 xp would be sufficient for a character rich and powerful enough to own a spelljammer.
Attributes: 2E, April Fools

Sage Advice #204 p. 82 (April 1994), Question: 5 🔗
Can strong dwarven spirits replace greek fire?
 No, but they can come close. A flask of pure alcohol or very strong liquor would be slightly less potent, say 2d4 points of damage during the fist round, and 1d4 points the second round. (As opposed to 2d6 points of damage the first round and 1d6 points the second round for flaming oil; see DMG, page 63.) Note that what appears in the AD&D game equipment list as greek fire actually is just a kind of heavy fuel oil. Real greek fire, on the other hand, was something like the ancient worlds version of napalm. From all the accounts I've read, it burned hotter and longer than plain oil. Like napalm, it also stuck to whatever it hit. Also like napalm, it was self igniting (no wick or fuse required). This nasty substance might do 3d6 points of damage the first round, 2d6 the second, and 1d6 the third round.Attributes: 2E

Sage Advice #204 p. 82 (April 1994), Question: 6 🔗
Suppose an old, toothless man is bitten by a vampire, then turns into a vampire himself. Will he grow fangs so he can bite his victims in the or does he have to do something else to drain blood?
 This is entirely up to the DM. Because AD&D game vampires are by definition creatures with blood-sucking fangs, it stands to reason that anyone turned into one would develop such fangs. On the other hand, there's no reason to assume that all vampires bite their victims' necks. In central European folklore, vampires drew blood from the chest. Chinese vampires have wickedly long and sharp fingernails, which serve as their primary weapons. So a vampire in the form of a toothless old man could drain its victims in any number of ways. Note that PCs might have a hard time detecting a vampire in this rather unusual form.Attributes: 2E, April Fools

Sage Advice #204 p. 82 (April 1994), Question: 7 🔗
In DRAGON® issue #193, you said rolls higher than 23 were impossible when using a vorpal blade. The molydeus tanar'ri carries an axe +5 that has the powers of both a sword of dancing and vorpal blade. Now, if the tanar'ri rolls a natural 20, his adjusted roll would be a 25 (which is higher than 23). Does he sever the neck with that roll?
 Yes, a roll of 20 severs the neck if the attacker has a vorpal blade and the opponent has a head. I'll reiterate my main point from issue #193 for the benefit of any reader who still is in the dark about this: an attacker armed with a vorpal blade cannot sever a neck unless the attack roll is 17 or higher. This is because the modified score to sever (see item description, DMG, page 186) can include only the vorpal blade's +3 bonus, not bonuses due to Strength, situation, or specialization.
 Of course, the molydeus' combination vorpal and dancing weapon introduces a few problems. For example, swords of dancing have variable bonuses, which range from +1 to +4 (see item description, DMG, page 185). Further, a sword of dancing can be made to dance only on a round when its bonus has fallen to +1. Does this mean the a molydeus's axe has a "dancing" cycle that is four rounds long instead of three rounds long? The DM also must decide what happens to the vorpal effect as the axe's bonus rises and falls. The simplest solution is to assume that the axe's bonus remains steady at +5, and that the axe can dance for three rounds at a time. If you take this approach, I suggest that you ignore the effect of the +5 bonus on attack scores to sever and to assume that the weapon severs a normal opponent's neck on an attack roll of 17 + , a larger-than-man-sized opponent's neck on a roll of 18 +, and a solid metal or stone opponent's neck on a roll of 19 +.
Attributes: 2E

Sage Advice #204 p. 82 (April 1994), Question: 8 🔗
If greater powers cannot be slain, why does TSR, Inc. bother to print statistics for them?
 A deity cannot be slain, except by another deity of greater stature or a deity of any stature who uses an artifact. In material published for the AD&D 2nd Edition game, there are no statistics for greater powers. Instead, the rules give statistics for a deity most frequently used avatar. An avatar is a physical manifestation of a deity power. Avatars can be slain, but doing so does not slay the deity. Most deities can use more than one avatar at a time, check out Legends & Lore, page 6 for more details.Attributes: 2E

Sage Advice #204 p. 82 (April 1994), Question: 9 🔗
Dear Mighty, all Knowing, and All Powerful, and Kind Sage.... I beg you to answer this question.... In the AD&D 2nd Edition game, how long does it take a character to memorize a spell?
 Boy, that's an awful lot of sucking up for such a simple question (an equal amount of sucking up followed the question, but I deleted it to save space), but you've got more class than the reader who offered me a bribe.
 Wizard spells require 10 minutes of memorization time per level of the spell (see PH, page 81). That is 10 minutes for a first-level spell and 90 minutes for a ninth-level spell. It takes the same amount of time to pray for a priest spell (see PH, page 85).
Attributes: 2E

Sage Advice #204 p. 82 (April 1994), Question: 10 🔗
Pantheon of the month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Japanese pantheon from Legends & Lore:
Izanagi and Izanami: Major: Time, Travelers; Minor: None.
Amaterasu: Major: Time, Wards; Minor: None.
Tsuki-Yomi: Major: Time, Numbers; Minor: None.
Hachiman: Major: Travelers, War; Minor: None.
Susanoo: Major: Chaos; Minor: None.
Raiden: Major: Time; Minor: None.
O-Kuni-Nushi: Major: Time; Minor: None.
Ama-Tsu-Mara: Major: Time; Minor: None.
Inari: Major: Time; Minor: None.
Ho Masubi: Major: Time; Minor: None.
Nai No Kami: Major: Time; Minor: None.
O-Wata-Tsu-Mi: Major: Time; Minor: None.
Kura Okami: Major: Time; Minor: None.
Shina-Tsu-Hiko: Major: Chaos; Minor: None.
Amatsu-Mikaboshi: Major: Time; Minor: None.
Shichifukujin: Major: Priest chooses one of the following: Time, Travelers, Wards; Minor: None.
Attributes: 2E, Pantheon

Sage Advice #205, May 1994

This month, the sage answers a few questions about The Complete Book of Humanoids (CBH). (The answers given here are official.) The sage also considers a few magical particulars, revisits psionics, corrects an error, and provides some missing maps.

Sage Advice #205 p. 71 (May 1994), Question: 1 🔗
The CBH text on bugbears says bugbear shamans and witch doctors have a level limit of 7, but the table on page 21 says the limit is level 5. Which is correct?
 The advancement limit is 7th level for both shamans and witch doctors.Attributes: 2E, Class

Sage Advice #205 p. 71 (May 1994), Question: 2 🔗
The CBH says some voadkyn are druids, but there is no level limit for voadkyn druids listed in the table on page 29.
 Voadkyn druids are very rare, but there are a few. Their advancement limit is 5th level.Attributes: 2E, Class

Sage Advice #205 p. 71 (May 1994), Question: 3 🔗
Table 8 in the CBH says aarakocra, voadkyn, flinds, and satyrs can be bards, but the tables for these races contain no bard advancement limits.
 Aarakocra, voadkyn, and flinds cannot become bards. The advancement limit for satyr bards is 7th level.Attributes: 2E, Class

Sage Advice #205 p. 71 (May 1994), Question: 4 🔗
Table 13 in the CBH says alaghi can be fighter/shamans, but the alaghi race table lists no shaman advancement limit.
 The advancement limit for alaghi shamans is 6th level.Attributes: 2E, Class

Sage Advice #205 p. 71 (May 1994), Question: 5 🔗
If a wizard used a wildfire spell (from the Tome of Magic) to create a magical sword +2, could a permanency spell be used to make the sword last forever?
 No. At least, not if you're asking whether a character using a wildfire spell creates a sword +2 out of nothing and then cast permanency to make the sword last longer than the 1d4 + 6 hours that wildfire objects usually last. There are two problems with this: First, wildfire objects cannot be made permanent. Second, wildfire objects have no special properties beyond their strength (stronger than steel), weight (almost no weight at all), and virtual indestructibility (immune to everything except dispel magic and wish). The caster has great latitude in shaping the wildfire energy, but the energy does not include any magical bonuses. Note that the wildfire description (TOM, page 48) says the spell can be used to create magical items, but this refers to using wildfire in conjunction with an enchant an item spell.Attributes: 2E, Spell

Sage Advice #205 p. 71 (May 1994), Question: 6 🔗
The Player's Handbook (PH) lists the range of the speak with dead spell as "1," but does not give a unit of distance.
 Officially, speak with dead has a range of one yard, and this is the way the spell will be listed in the upcoming Priest Player Screen and in future printings of the PH. Note that this is an error picked up from the original PH, where the range probably was one scale inch. That is, the spell had a range of 10 feet indoors and 10 yards outdoors. While most spell ranges in the current game convert scale inches into tens of yards, my colleagues here at TSR felt that 10 yards was too great a distance for conversations, even with the dead.Attributes: 2E, Spell

Sage Advice #205 p. 71 (May 1994), Question: 7 🔗
Can you use the item spell to shrink a living creature? How about an undead creature? The description (PH, page 150) says the spell works on fires. Will a fire subjected to this spell continue to consume its fuel?
 The item spell has no effect on creatures, living or dead.
 A fire that is simply reduced to 1/12th size continues burning merrily along, consuming fuel and oxygen. It still is hot, and can burn anything that is susceptible to normal fire. If, however, the fire is reduced and turned to cloth it becomes inert (and harmless) for the duration of the spell.
Attributes: 2E, Spell

Sage Advice #205 p. 71-72 (May 1994), Question: 8 🔗
I'm having a real problem with a few players and their wizard characters. First, I explained that a lot of iron or steel next to the skin disrupts magic. Things were fine for awhile, but now they carry plate armor with them and insist on wearing it after they have used up all their spells.
 This is what comes from asking too many questions about a fantasy game. Fantasy, by its very nature, deals with the inexplicable and concerns itself with the what; the why is left to philosophers, science-fiction authors, and your ever helpful "Sage Advice" columnist. My first suggestion to you is to consider the obvious: If you're assuming that large masses of metal in close proximity to a wizards body foils spells, then it is relevant to ask just how your armor-toting wizards are carrying all that armor. If they've bundled it up in a pack, guess what? It's still too close.
 Actually, the situation is a little more complex than that. Character-class armor and weapon restrictions are among the few basic and unalterable rules in the AD&D® game. As always, the rule is necessary because of game balance and game logic. It's been awhile since I repeated one of my little exercises in game balance and game logic, so let's go through the game logic first:
 Armor is heavy, hot, and confining. Fighters gain their various combat abilities only after undergoing long and rigorous physical training that begins in their youth. (A medieval knight's training began at age six.) This explains why they can do things like slay 30 giants using swords less than four feet long, and keep on fighting even when peppered with arrows. Wearing armor is an impressive physical feat. The stuff is hot, heavy, and generally uncomfortable. It takes a long time before a person can even bear to wear it for any length of time, much less fight or explore a dungeon while encased in it. Fighters, however, develop the ability to resist physical hardships of various kinds and can soldier on through conditions that can kill other characters.
 On the other hand, wizards spend their youth and all their spare time sitting and reading. This sharpens their minds, but it does not build the kind of physical skills that fighters enjoy, even in wizards who have naturally high Strength and Constitution scores. All that sitting around and studying turns wizards into sedentary bookworms who do not have enough stamina to walk around in armor. They probably can't even walk a straight line while wearing armor—a wizard in armor probably would stagger about like a little kid carrying a sack of potatoes. Further, all that studying gives wizards an entirely different mindset than fighters have. They prefer to use their brains to attack their problems; they come to regard accoutrements such as swords and armor as crude and beneath their dignity. It's not so much that wizards can't wear armor, but that they won't armor. It's too hot, too uncomfortable, too noisy, and just downright unfashionable.
 Now, on to game balance: Wizards are potentially the most powerful character class in the game. They have access to a considerable array of offensive and defensive magic and can literally lay waste to whole city blocks. The price they pay for this power is an almost complete lack of physical power. In the beginning, they are so weak that they must depend on the characters around them for support and protection. Fighters, on the other hand, don't have access to a mighty arsenal of magic. All they have is their wits, their weapons, and their equipment. As the only class with unrestricted access to both weapons and armor, they are playable, but they remain so only as long as the DM does not allow other characters to poach on their territory. Otherwise, everyone in your campaign is going to be playing an armor-clad wizard.
 I suggest you sock your armor-loving wizards with any or all of the following penalties:
Encumbrance: Even if the characters in question have high enough Strength scores to carry the weight of the armor, knock their movement rate down to one half (two-thirds if you're feeling generous). They also should make a Dexterity check every turn or fall down and go boom. It easy to lose one's equilibrium when one is carrying an unaccustomed weight, and a wizard might easily trip. The encumbered wizard also should check Dexterity every time he tries anything that even remotely requires ability: running, jumping, using stairs (in either direction), getting on a mount, etc.
Fatigue: Single-classed wizards who wear armor or carry shields should make a Constitution check every turn (more often if its very cold or very hot). Failure indicates fatigue. The character must remove the armor and rest awhile. If the weather is bad, the character also must do something to cool off or warm up.
Uncertainty: All this reliance on physical things undermines the mental discipline the wizard needs to command his magic. There is a 25% chance that any spell he casts during the next 24 hours will fail outright. (Of course, if the character is wearing prohibited armor at the time of casting, the spell fails 100% of the time.) Further, the character gains no experience for the adventure in which he dons armor to protect himself. If he makes a habit of wearing armor, he might even lose a level or two.
Comment: Repeated in #246Attributes: 2E, Class, Wizard in metal armor

Sage Advice #205 p. 72-73 (May 1994), Question: 9 🔗
Is it my imagination or are there some maps missing from FRS1 The Dalelands?
 Yes, maps of two towns, Archendale and Essembra, are missing. They appear in this issue courtesy of Dalelands author, Rich Baker and DUNGEON® Adventures' cartographer, Diesel.

Attributes: 2E

Sage Advice #205 p. 72+74 (May 1994), Question: 10 🔗
The description for gauntlets of ogre power in the DMG (page 169) suggests that their combat bonuses are cumulative with a girdle of giant strength only when the wearer is hurling a war hammer. Is this correct? What is the strength score of a character wearing gauntlets of ogre power and a girdle of giant strength?
 As a general rule, an AD&D game character using two similar types of magic gets the benefit of only the strongest item. A character using both gauntlets of ogre power and any giant strength item (girdle or potion) get only the benefit of giant strength for purposes of encumbrance, bending bars and lifting gates, opening doors, and most attacks.
 There is an important exception to the general rule in this case, however. A character wearing gauntlets of ogre power and a girdle of giant strength can combine both items' combat bonuses (and any normal strength and specialization bonus) anytime he uses a magical war hammer—in both melee and missile combat. This is a special property of magical war hammers in the AD&D game; though the rule itself appears in the girdle of giant strength description (DMG, page 170).
Comment: The power of Thor!Attributes: 2E

Sage Advice #205 p. 74 (May 1994), Question: 11 🔗
Does a psionic attack mode's one-two punch apply to both closed (psionicist) and open (nonpsionicist) minds? If so, what happens to the contacted mind if the power works both times?
 Yes, the one-two punch applies to all types of opponents. When a psionicist pays the initial PSP cost for the psychic crush science, or the ego whip, id insinuation, mind thrust, or psionic blast devotions, she gets to use the power twice, provided both attacks occur in the same round and are directed against the same opponent. Note that the psionicist must make a power check for each use.
 Remember that the psionicist must take the time to establish full contact (three tangents) with the opponent, even when the opponent is not using defense modes. If the psionicist uses the one-two punch against a fully contacted mind, the results vary according to the power. If the power allows a saving throw, such as psychic crush or psionic blast, the victim must save each vs. each successful use of the power and suffers accordingly if the save fails. If the power does not allow a saving throw, two successes in the same round are not cumulative; however, the psionicist gets to use the best of the two results. For example, if the one-two punch delivers two successful uses of the id insinuation devotion, the psionicist would roll twice to see how long the opponent would remain in a moral uproar and only the highest roll would count (though the DM might let the psionicist might let the psionicist choose which roll to take).
Attributes: 2E

Sage Advice #205 p. 74 (May 1994), Question: 12 🔗
Can magical spells or items and psionics work together? For instance, can a contingency or chain contingency spell he used to trigger psionic powers? Can a psionic character wearing a ring of telekinesis use the telekinesis science to boost the effect?
Contingency and chain contingency spells trigger other spells. Psionics are not spells and cannot be part of a magical contingency. Likewise, contingency cannot be used to trigger magical items, breath weapons, gaze attacks, or spell-like abilities.
 Under some conditions, it might be possible to use a ring of telekinesis and psionic telekinesis together, but this wouldn't happen very often. If faced with an object too big to lift with the telekinesis power, a psionicist wouldn't benefit from a ring of telekinesis because he couldn't initiate the power and concentrate on using the ring at the same time. If, however, the psionicist were already moving an object and was merely maintaining the telekinesis power, he could use the ring's lifting capacity to reduce the maintenance cost. Likewise, if the object were a table and an opponent grabbed it or jumped on it, the ring could be brought into play to handle the additional weight. I suppose that a lenient DM might allow a psionicist to establish a partial "pull" on a large object, for example, spending 80 PSPs to tug at a 100-pound object, and then use a ring of telekinesis during the next round to provide the extra power. (In this case, the total PSP cost would be 120 PSPs, 80 to initiate the power, and 40 more to maintain the power on the second round vs. 150 PSPs to move the object with the telekinesis power alone).
Attributes: 2E, Spell

Sage Advice #205 p. 74 (May 1994), Question: 13 🔗
It seems to me that the eighth-level wizard spell mind blank should protect against all forms of psionic attack. Why isn't this the case?
 Actually, mind blank offers considerable protection against many types of psionic attacks; see the spell description (PH, page 190) for the list. The protection is magical, however, and psionics are not magical. This allows an attacking psionicist a saving throw vs. spells to overcome the defense. Because mind blank is an eighth-level spell, I suggest that you require a save each time a psionic uses a power against a protected character—the spell presents a formidable barrier that does not weaken even if the psionicist already has breached a few times. Note that bonuses from defensive items, such as rings of protection, do not modify this save. Wisdom bonuses can apply if the DM allows them to.Attributes: 2E, Spell

Sage Advice #205 p. 74 (May 1994), Question: 14 🔗
Back in DRAGON issue #191 you said spells cast from scrolls in the DARK SUN® setting could have defiling effects, but page 62 of the DARK SUN Rules Book says the act of setting a spell to a scroll strips it of its defiler characteristics.
 That's correct; no spell cast from a scroll on Athas has defiling effects. My error.Attributes: 2E, Scroll

Sage Advice #205 p. 74 (May 1994), Question: 15 🔗
Pantheon of the Month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Nehwon pantheon in the Legends & Lore book:
Gods of Lankhmar: These deities do not have priests and do not grant spells.
Issek of the Jug: Major: Wards; Minor: None.
Gods of Trouble: Major: Chaos; Minor: None.
Hate: Major: Chaos; Minor: None.
Death: This deity does not have priests and does not grant spells.
Kos: Major: Law; Minor: None.
Tyaa: Major: Time; Minor: None.
Red God: Major: War; Minor: Wards.
Attributes: 2E, Pantheon

Sage Advice #206, June 1994

This month, the sage looks at spells in the AD&D® game.

Sage Advice #206 p. 88 (June 1994), Question: 1 🔗
Why does a priest's locate object spell last eight hours when the wizard's version lasts only one round per level?
 You've found an error. Both versions of the spell have the same duration: one round per caster level. Note that the spell's reverse, obscure object, lasts eight hours for both wizards and priests. This correction is official, and will be included in the upcoming AD&D Player's Screens and in future reprints of the Player's Handbook.Attributes: 2E, Spell

Sage Advice #206 p. 88 (June 1994), Question: 2 🔗
Is there in error in Table 5 in the PH (page 17)? Priests with Wisdom scores of 19 or higher wind up with more bonus 4th-level spells than bonus 3rd-level spells.
 Yes, there is an error. Wisdom 19 grants a bonus first and a bonus third-level spell, not a first and a fourth-level spell. This is an official correction.Comment: Fixed in the Revised (black) Player's HandbookAttributes: 2E

Sage Advice #206 p. 88 (June 1994), Question: 3 🔗
Is there any way for a non-thief character to disarm a trap? If a group of PCs encounters a trap and knows where it is, can they avoid it by triggering it from a safe distance, or does the party thief have to locate and disarm it?
 Assuming that the party already knows where a trap is, the thief find-traps ability is already pretty much irrelevant. There is no hard and fast rule for non-thieves disarming traps by triggering them. First, the DM has to decide if a trap can be disarmed at all. There's not much anybody can do with a 10-foot pit. Then there are traps such as tripwires, that can be triggered safely as long as the character messing with it has enough reach to stay out of the way (or course, the trap might be loaded with multiple shots). Then there are traps that non-thieves might be able to disarm, such as poison needles in locks, scything blades, and the like. Any character who correctly guesses the trap's workings could have some chance to break it (by bending the needle, wedging the blade, etc.). It is best to decide the chance for success ahead of time; thieves with the remove-traps skill should get a substaneial bonus. It is also fine to salt your dungeons with a few traps that can be foiled only by thieves or utter destruction. (No matter how flexible a poison needle is, it won't work after the mage has blown the door it guards to flinders with a lightning bolt.)Attributes: 2E

Sage Advice #206 p. 88 (June 1994), Question: 4 🔗
How long does an undead creature stay away from a party after being turned by a priest?
 In the original AD&D game, a turned undead creature stayed away for 24 hours minus the minimum score needed to turn, so 6th-level priest would turn away a ghast for 14 hours. This formula works in the current game as well.Attributes: 1E, 2E, Turn Undead

Sage Advice #206 p. 88 (June 1994), Question: 5 🔗
What's to prevent players from using the enhance spell from Legends & Lore to circumvent the limits on using wishes to increase ability scores? Wishes cannot raise ability scores over 16, but enhance can raise a score to 22. The wizard casting enhance loses a few points of Constitution, but wishes can be used to restore the loss. Isn't the enhance spell overpowered?
 There's nothing in the rules to prevent PCs from doing what you've described. Note that this spell is intended for NPCs; most campaigns don't have wizard PCs of 16th level or higher running around. No matter how powerful the PCs are, most NPC wizards are not going to cast this spell for the PCs. The enhance spell-caster is going to need at least two—and possibly five or more—wishes to recover lost Constitution points from each spell. If the PCs in your game have access to that many wishes, you should be glad that the worst thing you have to deal with is PCs running around with ability scores of 22. Even if the PCs are using this spell themselves, the one-week rest period required after each enhance spell and the three years of magical aging for each wish spell should put the kibosh on the whole deal sooner or later. Even if you've done something silly, such as let the PCs circumvent the magical aging, a few evil NPCs and monsters showing up whenever an enhance spell goes off while the party wizard is incapacitated should persuade the PCs to find a new scam. Note also that wishes can raise an ability score higher than 16; it just takes 10 wishes to improve the ability score one point if it is higher than 16 but less than 20. If the ability score is 21 or higher it takes 20 wishes to increase the score one point (see DMG, pages 11-12).
 If you still feel the enhance spell is a problem, don't let your PCs have the spell—you don't have to use a spell in your campaign just because it appears in a rule book.
Attributes: 2E, Spell

Sage Advice #206 p. 88 (June 1994), Question: 6 🔗
The descriptions for imps, quasits, and pseudodragons in the MONSTROUS COMPENDIUM® say that these creatures can become familiars. Funnily enough, the find familiar spell doesn't mention them. Are these creatures among the "animals" the DM can substitute from the standard list, or is the MONSTROUS COMPENDIUM erroneously referring to the find familiar spell from the original AD&D game?
 Yes, quasits, pseudodragons, and imps can become familiars in the AD&D 2nd Edition game. Note that imps will serve only lawful evil characters and some neutral evil characters; quasits will serve only chaotic evil characters and some neutral evil characters; pseudodragons will serve only good characters. In any case, the chance to get such exotic familiars as these should be very small, perhaps only on a roll of a "1" or after the character casting the find familiar spell has taken extra steps to locate and attract the creature.Attributes: 1E, 2E, Spell

Sage Advice #206 p. 88 (June 1994), Question: 7 🔗
I'm having trouble with the spell descriptions in the Player's Handbook. Many spells have saving throws such as: Neg., None, ½, and Special. What do these terms mean?
 "Neg." means the spell has no effect at all if the subject makes a saving throw (check out page 129 of the PH for more details). "None" means the spell has no saving throw; barring magic resistance and other special protections, the spell always works on the subject. "½" means the spell works at half strength if the subject makes a saving throw; damage-inflicting spells such as fireball generally have this kind of saving throw. "Special" means that the saving throw is unusual in some way and not easily summarized. The type of saving throw might vary according to the conditions under which the spell is cast, or the saving throw might depend on the type of subject, a specific action on the subject's part, or an ability check. Whenever you see a "Special" saving throw look in the spell description for the details.Attributes: 2E

Sage Advice #206 p. 89 (June 1994), Question: 8 🔗
Is there any way to remove the acid from a Melf's acid arrow before the spell duration expires? Can a spell-caster cast spells while taking acid damage from the spell?
 The acid can be washed off, magically dispelled, or removed in other ways at the DM's discretion (such as hastily removing the victim's armor or clothing).
 As "Sage Advice" has pointed out before, continuing damage from any source usually prevents spell casting, though the DM might allow the caster to make an initiative roll to ignore the damage and cast a spell anyway, see DRAGON® issue #198 for the particulars.
Attributes: 2E, Spell, Continuing Damage

Sage Advice #206 p. 89 (June 1994), Question: 9 🔗
Are liches immune to harm spells? I think so, because harm is a disease and undead creatures aren't subject to disease.
 Yes, liches are immune, but not because harm is a disease (it's not). Heal, harm, and all the various cure wounds spells and their reverses are ineffective against unliving, incorporeal, or extra-planar creatures.Attributes: 2E, Spell

Sage Advice #206 p. 89 (June 1994), Question: 10 🔗
When fighter/mages are casting spells that requires touching the target (making an attack roll), can they use their fighter THAC0s?
 There's nothing mysterious or magical about touching a creature to deliver a spell, the caster completes the spell, then touches the target. A multi-classed caster is allowed to use the best available THAC0.Attributes: 2E, Touch spells

Sage Advice #206 p. 89 (June 1994), Question: 11 🔗
Page 120 of the Dungeon Master Guide says an invisible character is invisible to everyone, including himself. Page 83 of The Complete Wizard's Handbook says invisibility is an illusion and the invisible character can always see himself because he disbelieves the illusion. Which book is correct? If invisibility is an illusion, do beings with Intelligence scores of 20 or higher automatically see invisible creatures because they are immune to first- and second-level illusions? Can an invisible spell-caster cast a spell from a scroll, or is the scroll also invisible because it is on the character's person? If a creature makes a successful save to notice an invisible creature, does it actually see creature well enough to know what it looks like or does it just have a very good idea of where the invisible creature is?
 The DMG is correct. Generally, the most recently published material takes precedence over older material, but in this case the Complete Wizard's Handbook is wrong. Note that not all Illusion/Phantasm spells can be disbelieved. Spells that have no saving throw, or that are negated by a normal saving throw, such as invisibility, hypnotic pattern, and mirror image, do not use the disbelief procedures.
 The invisibility spell is an illusion; as such, creatures with 20 + Intelligence scores are immune to it. Such creatures also are immune to spells such as mirror image, blindness. This does not, however, mean that these creatures automatically see every invisible creature in the AD&D universe. Naturally invisible creatures such as invisible stalkers, aerial servants, and pixies are still hidden from supra-genius creatures. The DM also might rule that magical invisibility bestowed by items such as dust of disappearance, cloaks of elvenkind, and maybe even rings of invisibility also work in the face of supra-genius intelligence by virtue of the magical power invested in them.
 When a character becomes invisible, all her equipment becomes invisible with her The character could read a scroll, however by putting down the scroll and allowing it to become visible (see the invisibility spell description in the PH, page 142). The character can pick up the visible scroll and read it normally, and can make the scroll invisible again by tucking it into her clothing. I strongly suggest that you assume nonmagical invisibility detection merely reveals an invisible creature's outline and position. The viewer has a good idea of the creature's size and shape, and the viewer knows exactly where the creature is—well enough to attack the creature with spells and to make physical attacks without the usual -4 penalty.
Attributes: 2E, Spell, Invisibility, Int vs illusion

Sage Advice #206 p. 89 (June 1994), Question: 12 🔗
Is casting an animate dead spell an evil act? Does casting this spell force good or neutral characters to change alignment?
 Casting an animate dead spell once in awhile is not going to force a character to change alignment. The descriptions of both the wizard and priest versions of the spell make it clear, however, that casting animate dead is not a good act and also say that only evil characters use the spell regularly. In short, characters who consistently show disrespect for the dead by animating their remains are either evil or destined to become evil, but anyone can memorize and use an occasional animate dead spell.Attributes: 2E, Spell

Sage Advice #206 p. 89-90 (June 1994), Question: 13 🔗
If a forget spell affects a spell-caster who is in the middle of casting a spell, is the spell ruined?
 There's nothing in the spell description that implies a forget spell disrupts ongoing actions, but it's not unreasonable to assume that it can. Casting a spell is a complex and exacting mental process and if a spell-caster suddenly forgets when and why he began the process his concentration could be broken. The DM can decide that any failed save against a forget spell disrupts a spell in process, or the DM can require the victim to make a Intelligence check to correctly asses the situation and complete the spell. Note that the forget spell victim still will not remember why he started the spell or what he was going to do with it.Comment: PHB p. 111 says: "Furthermore, if the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted." Since forget only works if the target fails to make a saving throw and failing a saving throw interrupts a spell, a forget spell will interrupt a caster. The Sage is being lenient with the rules here.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 14 🔗
Do the attack and damage bonuses from a prayer spell apply to magical attacks such as magic missile or fireball?
 Yes, all attack and damage rolls are affected; however, a spell-caster must be within the prayer's area of effect to get the bonus. If the caster is standing outside the area of effect and casting a spell into it (as might very well be the case with a fireball or lightning bolt) there is no damage bonus, though the spell's targets still suffer the saving throw penalty.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 15 🔗
Can wizard characters in the DRAGONLANCE® setting become specialist wizards?
 No; the three orders of High Sorcery take the place of specialist wizards. Renegades, however, can be specialists.Attributes: 2E, Class

Sage Advice #206 p. 90 (June 1994), Question: 16 🔗
Thanks for answering my question about defiling regeneration (for the DARK SUN® setting) in issue #201. However, you misunderstood my question (or I didn't make it very clear, sorry); 30th-level druids protect their guarded lands by absorbing defiling damage. How much damage does defiling regeneration inflict?
 Ah yes, there it is, right on pages 61-62 of Dragon Kings. Now you know why I ask readers to include page numbers when submitting questions. I recommend one point of damage each round for every 20 regenerating creatures, rounded up. For example, three creatures inflict one point of damage each round, and 23 creatures inflict two points a round.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 17 🔗
Can an invisible wizard create an illusion and use it to attack an opponent without breaking her invisibility?
 Directing an illusion to attack a creature is an attack and breaks the caster's invisibility. The same holds true for any other magical effects that cannot act without direction from the spell-caster such as unseen servants, and the various Bigby's hand effects. Note that independent creatures that obey the caster, such as golems, attack on their own and do not break another creature's invisibility.Attributes: 2E, Spell, Invisibility

Sage Advice #206 p. 90 (June 1994), Question: 18 🔗
Why do wizards have to spend 10 minutes memorizing a find familiar spell that takes up to 24 hours to cast and also spend one and one-half tedious hours memorizing a power word, kill that can be cast by uttering a single word?
 Memorization time has nothing to do with casting time; the two processes are related, but separate. When memorizing a spell, the caster is painstakingly building patterns of mental energy within his brain so that he can subsequently cast the spell. Casting the spell releases the stored energy. Find familiar can be a real bear to cast, but it still is a fairly simple bit of magic that does not require a whole lot of wizardly brain power. Power word, kill, on the other hand, is one of the most complex magics in the AD&D universe. Casting it is a fairly simple matter, but it requires a lot of preparation.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 19 🔗
The Complete Book of Psionics says no psionic power can penetrate an Otiluke's resilient sphere. Does this include psionic teleportation?
 Not necessarily. Teleportation of any kind can be construed as bypassing barriers, not penetrating them. On the other hand, strong physical or magical energies can interfere with teleportation of all kinds. I suggest that you allow teleports to work if the blocking spell is fifth-level or less. Otiluke's resilient sphere is a fourth-level spell, and thus probably not strong enough to prevent teleporting, but your DM has the final say.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 20 🔗
Can undead creatures be raised, resurrected, or reincarnated?
 Yes, provided that the creature is corporeal (a body has to be present for these spells to work) and the creature hasn't been dead longer than the spell allows. Raise dead, for example, works only on bodies that have been dead for one day per caster level (or less). Check the individual monster descriptions for any special effects these spells might have.Attributes: 2E, Spell

Sage Advice #206 p. 90 (June 1994), Question: 21 🔗
Pantheon of the Month
 These are unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities of the Norse pantheon in Legends & Lore:
Odin: Major: War, Time, Thought: Minor: Wards.
Frigga: Major: Law; Minor: Time.
Thor: Major: Time; Minor: Wards.
Sif: Major: Time; Minor: Wards.
Aegir: Major: Chaos; Minor: Time.
Baldur: Major: Thought; Minor: Time.
Bragi: Major: Thought; Minor: Travelers.
Forseti: Major: Law; Minor: Thought.
Frey: Major: Time; Minor: Wards.
Freya: Major: Chaos; Minor: Time.
Heimdall: Major: Wards; Minor: Law.
Hel: Major: Time; Minor: Numbers.
Idun: Major: Time; Minor: Travelers.
Loki: Major: Chaos; Minor: Time.
Tyr: Major: Law; Minor: Wards.
Norns: These deities have no priests.
Thyrm: Major: None; Minor: War, Wards, Time.
Surtr: Major: None; Minor: War, Wards, Time.
Attributes: 2E, Pantheon

Sage Advice #207, July 1994

This month, the sage considers a few more questions about magical effects in the AD&D® game, and turns his attention to liches and other undead.

Sage Advice #207 p. 68 (July 1994), Question: 1 🔗
If a character voluntarily forgoes a saving throw vs. a spell cast at her, but the spell is not the one she expected, does she still get a saving throw? For example, if a priest offers to cast a heal spell but instead casts a harm spell, what happens?
 You've picked a bad example, because heal and harm don't have saving throws. In any case, the DUNGEON MASTER® Guide makes it clear that once a character chooses to fail a saving throw, it fails even if the character was duped about the nature of the spell (see pages 65-66). The same applies to touch-delivered spells with no saving throws, such as heal and harm.Attributes: 2E, Spell

Sage Advice #207 p. 68 (July 1994), Question: 2 🔗
What player in his right mind would choose the sha'ir kit for wizards in the AL-QADIM® setting? The incredible restrictions of their spellcasting abilities and their inability to create magical items make them an absurd kit for an adventuring wizard. Based on what I can make of their gen-related abilities, it could conceivably take a sha'ir as long to cast a simple cantrip as it would to cast a fireball. Beyond that, a sha'ir might not even be able to cast a critically needed spell at the right time because the sha'ir's gen might be delayed in getting it and might not get it at all.
 To answer your first question, any player with a smidgen of imagination and wit should consider a sha'ir, unless she has no interest in playing a spell-casting character. Apart from a few minor technical errors, you seem to have a pretty clear idea of the sha'ir's weaknesses. A sha'ir casts spells in the same amount of time as by Skip Williams any other wizard does, (Cantrip has an initiative modifier of 1, slightly faster than a fireball's initiative modifier of 3.) Most sha'irs can get cantrip from their gens more quickly than they can get fireball; sha'irs of 5th level or higher must wait 1d6 + 1 rounds for the first-level cantrip and 1d6 + 3 rounds for the third-level fireball. Note that sha'irs of 4th level or less must wait 1d6 + 3 turns for a fireball and there is a very good chance that their gens will return empty handed; the time is measured in turns because a normal AD&D game wizard of the sha'ir's level could not normally cast the spell (see the Arabian Adventures book, page 98). Note that a sha'ir who has acquired and cast a cantrip spell can freely create minor spell effects for as long as the spell lasts (one hour per caster level) just as any other wizard can—the gen doesn't have to go and get each individual effect.
 The sha'ir has other advantages that make the kit very attractive to thoughtful players of any persuasion. Role-players should jump at the chance to play out the relationship between a sha'ir and his gen. Encounters with merchants are likely to take on a new flavor if the party sha'ir recognizes genie craftsmanship in the goods offered for sale. As the sha'ir rises in level, the player can look forward to forging alliances with genies of all sorts; constructing a genie prison and negotiating terms with the genie who is to occupy it would be a noteworthy event in any campaign.
 Power gamers should absolutely drool over a sha'ir. (Boy, I can hear the howls of protest even as I type this, so don't bother writing in, just read on.) I haven't forgotten your objection to the delay sha'irs must endure once they've sent their gens to get spells. Frankly, this isn't a terrible problem for any player who has gotten beyond the fireball-everything-that-moves theory of play.
 Consider this: A sha'ir never runs out of spells. It is true that many encounters will be over before a sha'ir's gen can bring even a first-level spell. But PC wizards who are in the habit of tossing out spells every melee round are going run out of spells sooner or later—probably sooner. Once a standard wizard's allotment of spells are gone, the character has very little to contribute to the adventure unless he has a wand, staff, scroll, or other magical item that can produce spell-like effects.
 A sha'ir's ability to keep sending his gen for an unending supply of spells is incredibly potent. A 5th-level mage can carry only seven spells at time (4 first-, 2 second-, and 1 third-level spell); that means he has only seven rounds of ammunition when a fight starts. If the character casts preparatory spells on himself, such as shield, strength, and detect invisibility, nearly half his arsenal is gone. Truly useful but unspectacular spells such as fly and haste come at the cost of the character's one "big gun," fireball or lightning bolt. Now consider a 5th-level sha'ir; all he needs is a little time and he can cast a strength spell on every fighter in the party. He also can make everybody fly. Then, he can cast a shield, and a detect invisibility on himself. Later, if the party needs knock or a detect magic, spell the gen can just go get them. The sha'ir might not be able to pour in the firepower during a fight, but he can prepare for a fight by sending his gen out for a potent spell, such as fireball, ahead of time. If the sha'ir doesn't cast the spell right away, he can hold it for up to 30 minutes before using it. In this manner, he can pretty much always have one spell ready to cast.
 The sha'ir's bag of tricks still isn't exhausted. If he's willing to wait a few turns, he can try for a fourth- or fifth-level spell such as polymorph self, fire shield, or teleport. The spell might not ever arrive, but most players will admit that it's nice to have a chance to get it. Also note that sha'irs can use any magical item a wizard can use, so a sha'ir can fall back on scrolls, wands, and the like while the gen is away, just as a normal wizard does when the spells run out.
 In any case, players do not have to be out of their minds to play sha'irs, but they do have to be willing to use their heads.
Attributes: 2E, Class

Sage Advice #207 p. 68-69 (July 1994), Question: 3 🔗
What happens to sha'irs who find themselves in the RAVENLOFT® setting? Can gens still get spells for their masters?
 This is up to the DM. If you've created a Zakharan domain, there certainly should be portals that gen (and only gen) can use to leave the Demiplane of Dread and go in search of spells. Likewise, it's reasonable to assume that the powers would allow gens to leave the demiplane when searching for spells. After all, they'll be coming back. Other creatures with planar connections can temporally leave the demiplane. For example, ghosts still can become ethereal, they're just limited to the section of the border ethereal adjacent to the demiplane.Attributes: 2E, Class

Sage Advice #207 p. 69 (July 1994), Question: 4 🔗
Can paladins and rangers cast any spells from the new spheres list in the Tome of Magic?
 I suppose paladins could receive spells from the Law sphere and rangers could get spells from the Travelers sphere.Attributes: 2E, Class

Sage Advice #207 p. 69 (July 1994), Question: 5 🔗
Will a ring of free action prevent the wearer from becoming paralyzed?
 Although the material on page 72 of the DUNGEON MASTER Guide suggests that paralysis is equivalent to magical hold effects, I don't recommend that you allow a ring of free action or a priest's free action spell to negate touch-delivered paralysis from creatures such as ghouls and carrion crawlers. Nor do I recommend that you allow free action to negate paralytic poisons.
 From a game-balance standpoint, free action is powerful enough without extending its effects to include a whole new class of special attacks. From a game-logic standpoint, free action prevents the recipient's movement from being hindered, but it does not prevent all forms of outside control. Magical sleep, charm, beguiling, hypnosis, time stop, etc. still work on the character, as do debilitative and deadly poisons. Your game will be better served if you include paralysis with the latter group of effects.
Attributes: 2E, Spell

Sage Advice #207 p. 69 (July 1994), Question: 6 🔗
The magical frost brand sword can extinguish fires if the blade is thrust into the flame. However, the power has a radius of 10'. Does the sword wielder have to touch the flame with the sword, or does she just have to be within 10'?
 I'm inclined to follow the item description DMG, page 185) fairly closely. To use the flame-extinguishing power, the wielder must thrust the sword into a flame (and maybe speak a command word). When this happens there is a 50% chance that all normal and most magical flames within a 10' radius will go out.Attributes: 2E

Sage Advice #207 p. 69 (July 1994), Question: 7 🔗
A gem of insight (DMG, page 169) raises the possessor's Intelligence and Wisdom scores after three months and works once every 50 years. Does this mean that an elf who possessed the gem for 300 years and three months would gain seven points of Intelligence and Wisdom?
 No; the elf gains only one point of Intelligence and Wisdom from the gem. The elf could not benefit from the gem more than once.Attributes: 2E

Sage Advice #207 p. 69 (July 1994), Question: 8 🔗
What happens when wild mages abandon wild magic? Page 20 of The Complete Wizard's Handbook says specialists retain any extra spells they already have, but a wild mage's extra spells are wild magic, which only wild mages can use.
 I recommend a wild mage who drops wild magic lose her extra spell slots, the + 10% bonus to learn wild magic spells, the -5% penalty to learn other spells, and the ability to control wands of wonder and similar magical items.
 You can apply this reasoning to other specialists as well. In lieu of the rather lengthy and complicated rules for dropping a specialty in The Complete Wizard's Handbook, you can assume the former specialist's new approach to the art of magic cancels out extra spell slots and also the specialist bonuses and penalties to learning new spells.
Attributes: 2E, Class

Sage Advice #207 p. 69-70 (July 1994), Question: 9 🔗
Can undead creatures such as liches and vampires use potions, oils, and ointments?
 Any creature can use a potion as long as it is corporeal and can swallow the liquid or at least pour it down its gullet. The act of imbibing the potion releases its magic—a potion doesn't have to be digested. Noncorporeal creatures, such as spectres, cannot use potions. Likewise, anything that has a body and a way to spread an oil or ointment over its body can use a magical oil or ointment. See the next question for an important exception to the forgoing statements.Attributes: 2E

Sage Advice #207 p. 70 (July 1994), Question: 10 🔗
How do undead creatures recover hit points? Can they recover hit points?
 There's nothing in the various monster descriptions to imply that damage to undead creatures is permanent, so it seems likely that they can regain hit points somehow. Vampires can regenerate, and regain hit points fairly quickly. Other undead can recover hit points by resting, just like living creatures do (probably by absorbing negative energy and using it to reconstruct their bodies). The DM is free to decide how quickly hit points are recovered, but I suggest a maximum of one hit point every 24 hours. Note that healing spells do not work on non-living creatures, as "Sage Advice" pointed out last month. I strongly suggest you extend this limitation to include potions of healing, Keoghtom's ointment, and similar items. The DM might, however, introduce spells and items that can heal the undead; such items probably would be very dangerous to the living.Attributes: 2E

Sage Advice #207 p. 70 (July 1994), Question: 11 🔗
How does sunlight affect undead creatures other than vampires?
 Most DMs I know assume that undead creatures avoid sunlight when they can. Other than that, sunlight has no special effects on the undead, but check the individual monster descriptions to be sure. Spectres, for example, not only hate light, but also are powerless in daylight.
 Before somebody asks, a spectre rendered powerless by daylight can only move. It cannot attack or drain levels. Because it hates light so much, a spectre must try to move to a dark place; it can't go joyriding in the sunlight.
Attributes: 2E

Sage Advice #207 p. 70 (July 1994), Question: 12 🔗
What happens to a lich when it casts a spell such as wish that causes aging or permanency, which reduces Constitution?
 A lich who casts a wish spell gets five years older. This doesn't have much effect on the lich, but it does shorten its unlife by five years. If a lich casts enough wish spells, it eventually "dies" and falls into dust. Note also that casting a wish spell forces the character to rest in bed for 2d4 days. A lich must rest in its tomb for the required time after casting a wish. Because this leaves the lich vulnerable to attack, I doubt that liches cast wish spells very often.
 Because liches once were living characters, it's a good bet that they have a Constitution score, which is determined by rolling 3d6 or whatever method the campaign employs. The DM is free to decide what effect the lich's transformation into an undead creature has on the Constitution score. It might be reduced (dead people are not at all well), or it might be increased (dead creatures can pretty much ignore injuries that would imperil a living creature, and they don't have to worry about getting sick). In any case, once the lich's Constitution score falls to zero it "dies."
Attributes: 2E, Spell, Magical aging

Sage Advice #207 p. 70 (July 1994), Question: 13 🔗
How do you determine a lich's hit points? Do they have four-sided hit dice?
 A lich has 11d8 plus one hit point per level over 11th. For example, a lich who is a 17th-level wizard has 11d8 + 6 hit points.Attributes: 2E

Sage Advice #207 p. 70 (July 1994), Question: 14 🔗
Can archliches be turned?
 An archlich is a lich that does not have an evil alignment; I suggest that you do not allow good or neutral priests to turn them. However, you might want to allow good or neutral priests to befriend and control archliches of the same alignment just as evil priests can control evil undead (see PH, page 103). Evil priests can turn archliches just like they can turn paladins. Because archliches are so rare, you might want to penalize evil priests three levels, just as they are when turning paladins. That is, a 6th-level priest uses the 3rd-level column when turning a paladin or archlich.Attributes: 2E

Sage Advice #208, August 1994

This month, the sage delves into several different AD&D® game worlds and considers some follow-up questions to the April Fool's column in issue #204.

Sage Advice #208 p. 107 (August 1994), Question: 1 🔗
What are the advancement limits and allowable multi-classed combinations for tieflings (from the new PLANESCAPE™ setting)?
 Officially, tieflings can be fighters, rangers, wizards (including specialists), priests, thieves, or bards. The allowable multiclassed combinations for tieflings are: fighter/wizard, fighter/priest, fighter/thief, wizard/thief, and priest/thief. Advancement limits for tieflings are: wizard, 14th level; rogue, 15th level; priest, 10th level; and fighter, 12th level. Single-classed tieflings can exceed these limits by two levels.Attributes: 2E, Class

Sage Advice #208 p. 107 (August 1994), Question: 2 🔗
Van Richten's Guide to Ghosts says (on page 31) that a ghost can retain any psionic powers it had in life. I am a big fan of psionics, so I allowed this rule to apply to any undead with a fairly good Intelligence score. Then one of my players pointed out that since vampires advance in power by age a psionic vampire could use the Aging power to become immensely powerful. What should I do (other than drop the rule)?
 There are several things you can do: You might decide that undead subjected to the Aging power get older, but don't get any more powerful. Vampires get more powerful as they age mostly because they accumulate knowledge and generally improve themselves through long practice at whatever they do. The various forms of unnatural aging don't provide any opportunity for meditation and self education, they just wear at the body and mind. Under this house rule, a vampire might be forced into hibernation by unnatural aging, but it would not gain any new abilities.
 You might decide that vampires do get older and more powerful with unnatural aging, but are forced to hibernate (with its attendant disabilities and risks) more often as they add unnatural years to their lives.
 You might decide that vampires and other undead are immune to all forms of unnatural aging. Time may weigh heavily on a vampire's mind and the passing decades may tear away at its body, but there's no reason to assume that a vampire really ages in the same sense that a living creature does.
Attributes: 2E, Magical aging

Sage Advice #208 p. 107 (August 1994), Question: 3 🔗
I'm thinking about bringing some of the new DARK SUN® setting weapons from issue #185 into my non-Athasian campaign: the bard's friend, cahulaks, and tortoise blades. Could a druid use these weapons if they were made of bone, wood, or stone? Druids can wear leather armor after all. Also, will there ever be a Complete Druid's Handbook?
 For starters, I don't recommend adding three weapons to the druid's list of allowable weapons. Speaking unofficially, I think it's fine to add some distinctiveness to your campaign by expanding the weapon lists. On the other hand, it's easy to get carried away. I'd hold the additions down to one new weapon for druids, maybe two if a PC druid from your game actually visited Athas and came back home to tell the tale. Looking over the three weapons on your list, I'm inclined to eliminate cahulaks first because they are the most unlike the weapons already on the druids list. The bard's friend seems to be something like a dagger, albeit more complicated. There's no reason druids couldn't use metal versions of this weapon; they're allowed to use metal daggers and scimitars after all. I have doubts about tortoise blades. Essentially, a tortoise blade is a combination weapon and shield, which doesn't strike me as very druidical. If you decide to allow druids to use tortoise blades, I recommend that you restrict druids to tortoise blades made of natural materials (such as the ones you mentioned in your question) because they function as armor.
The Complete Druid's Handbook is at the printer as you read this. Look for it at your favorite game store in September; its TSR product number is #2150.
Attributes: 2E, Class

Sage Advice #208 p. 107 (August 1994), Question: 4 🔗
Alright ya' berks, what's the chant? The PLANESCAPE boxed set doesn't give any height, weight, or age charts. How's a blood supposed to know how much a bariaur weighs? Or how tall a tiefling or githzerai is? Fess up addle-coves, ya goofed! All kidding (and planespeak) aside. What are the height, weight, and age limits for these three races?
 Githzerai use the human age tables from the PH. Githzerai are roughly human sized, but tend to be a trifle taller and thinner. I recommend a base height of 60" with a modifier of 2d12" and a base weight of 100 lbs. with a modifier of 5d10 lbs. Use the same numbers for males and females.
 Tieflings, being planar crossbreeds, vary considerably, but are man sized. I recommend using the human, elf, or half-elf height and weight tables. Pick one or determine it randomly (but don't use two different tables to generate one character's height and weight). Use the half-elf age tables for tieflings.
 Bariaur are about the same size as centaurs, but a tad smaller. I recommend the following numbers for males: 77" plus 3d6" and 700 lbs. plus 4d20 lbs. For females: 74" plus 3d6" and 660 lbs. plus 4d20 lbs. A bariaur is usually about three feet longer than it is tall.
Attributes: 2E

Sage Advice #208 p. 107-108 (August 1994), Question: 5 🔗
Where within Myth Drannor is The Dawnspire (the temple of Lathander)? I've looked through the book twice and I can't find a clue. I know the site is supposed to cover about five acres, but there's no scale on the map. Is that an oversight?
 TSR's Karen Boomgarden and I also spent a great deal of time poring over the book and the Myth Drannor maps trying to find the answer to this one. (The floor in Karen's cubical is just about large enough to accommodate all the maps at once. An onlooker would have had a grand time watching the two of us trying to study the maps without soiling or tearing them with our shoes.) Karen and I suggest placing the temple in the Westfields area, just south of the Burial Glen (see the Campaign Guide to Myth Drannor, page 15.)
 There isn't supposed to be a scale printed on the maps. Myth Drannor's Mythal, see the Campaign Guide to Myth Drannor pages 22-31) and the corrupting influences of all the gates and wild magic make all distances within the ruins distorted and variable.
Attributes: 2E

Sage Advice #208 p. 108 (August 1994), Question: 6 🔗
Do githzerai PCs retain their planeshifting ability? If not, why not? The original githzerai were psionic. What happened to this ability?
 No, player-character githzerai don't have any plane-shifting abilities. The most likely reason for this is that the ability is something that whole communities of monastic githzerai living on their adopted home plane of Limbo are able to generate at need. Independent githzerai living in other places throughout the multiverse don't have this ability. Perhaps they give it up voluntarily when striking out on their own.
 NPC githzerai are psionic (see the MONSTROUS MANUAL™ tome, page 155). If you use psionics in your game, I suggest that you allow player githzerai to roll for wild talents as though they were human, and to become psionicists of up to 12th level.
Attributes: 2E

Sage Advice #208 p. 108 (August 1994), Question: 7 🔗
Do planar PCs in the PLANESCAPE setting really have the ability to see portals? I can find only one reference to the ability and everything I read about portals suggest that they are inconspicuous and not noticeable without magic. What would a planar "see" that would identify a portal?
 Yes, planars really can see portals. According to page 9 of A Player's Guide to the Planes, a planar sees a glowing outline when she looks at a portal. Common sense (and game balance) suggests a few limitations: A gate or portal must be active to show an outline; if a temporary or shifting portal is not active when a character looks at it there is no outline and there is no way to tell just by looking that there might be portal there sometime in the future. The outlines don't glow like neon signs; it takes a long, careful look to discover one. I suggest one turn to search a 10' x 10' area for outlines. No die roll is required—if a planer looks in the right place she finds the portal—but the character must make a special effort. Note that true seeing and warp sense spells make portals stand out, which makes finding them a lot quicker. Note also that planars can't tell where a portal leads just by looking at it.Attributes: 2E

Sage Advice #208 p. 108 (August 1994), Question: 8 🔗
Do the sha'irs of the AL-QADIM® setting know first- and second-level priest spells as common knowledge? Does a sha'ir have to see a priest spell being cast before he can send his gen to get that particular spell? Does the deity the sha'ir worships have any effect on the priest spells he can cast or on his punishment if he gets caught?
 Priest spells are not common knowledge to sha'irs; a sha'ir cannot send his gen after a priest spell until he has witnessed it being used at least once. Sha'irs are not priests and always risk divine displeasure if they decide to try casting priest spells. In the case of devout sha'irs, it's best to assume that is the sha'ir's own deity that takes him to task if he is caught meddling with priest spells—the deities of the Land of Fate take care of their own.Attributes: 2E, Class

Sage Advice #208 p. 108 (August 1994), Question: 9 🔗
The DMG says that flying creatures have a daily movement rate in miles equal to twice their flying speed if the air is calm. The world map in the new COUNCIL OF WYRMS™ setting has a scale of 50 miles per hex. Most dragons have a flying rate of 30, so they can fly a little more than one hex a day. How can the dragons in this world ever answer a call to council in the required 15 days?
 I was party to a discussion of this very problem while the COUNCIL OF WYRMS box was in production. The solution goes something like this: The movement rate in the DMG assumes a 10-hour day at a moderate pace with stops for food and rest. Dragons, being fantastically strong fliers, can stay aloft for 20 hours a day with no stops at all. This yields a daily movement rate of 10 times the basic move, or six hexes a day for a dragon with a flying speed of 30. That's more than enough to allow any dragon to reach the Council Aerie in 15 days no matter where it starts on the map. An oversight caused this solution to be excluded from the final version of the manuscript.
 I suggest you treat this kind of extended dragon flight as a type of forced march (see PH, page 120). Note that dragons can fly five times their basic movement rate in miles per day (three hexes for a dragon with a flight speed of 30) and avoid the daily Constitution check. You should assume that the oceans surrounding the Io's Blood island chain are dotted with landing places too small to appear on the map. Any dragons can pause at one of these for a quick nap and snack whenever the need arises. I suggest that you allow a dragon who is trying to answer a summons to council to ignore one failed saving throw during the trip for each age category it has. After the flight ends, a dragon must sleep one day for each day of extended flying, plus one week (15 days in a dragon's reckoning) for each failed saving throw. The dragon can postpone the sleep for one week per age category, which should allow it to attend all the council before it has to doze off.
Attributes: 2E

Sage Advice #208 p. 108-109 (August 1994), Question: 10 🔗
I've been diligently updating my two-year-old FORGOTTEN REALMS® campaign to keep pace with all the developments in the novels. When will TSR release updates covering all the changes in Prince of Lies? I'm particularly interested in the current state of Cyric and his portfolio, along with Mask and the new deity Kelemvor.
Prince of Lies author James Lowder is planning an article for this magazine containing the very information you're asking about. The article wasn't finished when I wrote this column, but you should see it in these pages soon. Also, there has been some discussion at TSR, Inc. about releasing (possibly as early as 1995) a new book of the AD&D game deities. Plans for the book are not yet official, but it almost certainly will contain updated information on all Toril's deities.Attributes: 2E

Sage Advice #208 p. 109 (August 1994), Question: 11 🔗
I enjoy "Sage Advice" very much, but I feel I must reply to some of issue #204's letters myself. First you claimed that beholders procreate by means of parthenogenesis. However, on page 69 of the Lorebook of the Void in the SPELLJAMMER® boxed set very clear reference is made to a beholder "hive mother" or ultimate beholder; this implies a gender distinction. Also, you pointed out all the errors in the letter about the exploding gnomish sidewheeler except the most glaring one: an amulet of the planes won't work in the Flow because alternate planes are inaccessible. The character, far from gaining 1,000 xp, should be radioactive toast. You shouldn't get soft on character death through stupidity just because you're writing for the April issue.
 By the way, can the Mists of Ravenloft reach into the Flow even though access to other planes is restricted?

 I "claim" nothing about beholders. In issue #204 I merely pointed out what the MONSTROUS MANUAL tome says about beholder reproduction (see page 22). The MM material is only speculation, the exact nature of beholder reproduction is unrevealed. In any case, your single line from Lorebook of the Void hardly disproves the parthenogenetic reproduction theory. In fact a "hive mother" is not a female beholder, but a type of beholder-kin (see MM, page 25). Note that the term "hive mother" doesn't necessarily imply that beholders have genders—it's just a name. George Washington is known as the father of our country, but that does not mean that he and Martha are still having bambinos. Also note that any parthenogenetic creature could literally be a "mother" because it is capable of producing offspring. Such a creature is not female in the traditional sense of the term because it reproduces without assistance or interference from others of its kind.
 Regarding exploding gnomish sidewheelers: I'm sorry, I think overlooking a crystal sphere's sheer size and volume is the most glaring error here. As far as escaping via an amulet of the planes, you are right, the amulet shouldn't work in the Flow any more than a plane shift or similar spell would. But, the sidewheeler was exiting the Flow at the time of the explosion. I have you at a slight disadvantage, because the edited version of the letter didn't make that altogether clear. So, while the ship wasn't exactly in Wildspace, it wasn't really in the Flow either. More importantly, I think it's a very bad idea for a DM to reverse a decision that allowed a player character to survive a bad situation. Campaigns begin to crumble when players are jumping for joy over a miraculous escape and the DM poops the party by telling them their characters are dead after all. It would have been fine for the DM to warn the player never to count on saving his gnome from explosions in the Flow via an amulet of the planes again, but the ruling should be allowed to stand— lucky flukes happen to PCs from time to time—that's why they're heroes.
 I'm inclined to think that the Mists of Ravenloft do not extend into the Flow. Characters who commit despicable acts are not necessarily safe, however. The Dark Powers are canny, and the Mists could be waiting for evildoers upon their return to Wildspace.
Attributes: 2E, April Fools

Sage Advice #208 p. 109 (August 1994), Question: 12 🔗
Your discussion of beholders in issue #2O4 leads me to ask what happens to a beholder's eyes when its body is slain. Do the eyes die even if they have taken no damage or do they keep functioning until they, too, are killed?
 No, a beholder's eyes stop functioning when the body is killed.Attributes: 2E

Sage Advice #208 p. 109 (August 1994), Question: 13 🔗
The toothless vampire question from issue #204 reminds me of a long-standing argument between my DM and me. My character met an old man one night. After studying the fellow with infravision and detecting a normal heat pattern, my character spoke with the man for a time and eventually shook hands with him. Zap! The old man was a vampire who drained two levels from my character. My DM explained that the vampire had a normal heat pattern because it had just fed. Wouldn't the heat left over from a feeding be concentrated in the vampire's stomach?
 If one assumes that a vampire imbibes and digests blood just as a living person swallows and digests food and drink, then yes, a character with infravision might see just a faint glow in the belly of a vampire that has just fed. Your DM, however, apparently has decided that a recent feeding imbues a vampire's entire body with a semblance of life, at least as far as its heat pattern is concerned. The concept seems reasonable to me.Attributes: 2E, April Fools

Sage Advice #209, September 1994

This month, the sage looks into particulars on various settings for the AD&D® game, considers the limitations of crystal balls and considers a few fine points from the new SPELLFIRE™ game.

Sage Advice #209 p. 82 (September 1994), Question: 1 🔗
If all petitioners' (from the PLANESCAPE™ setting) memories of the past have been wiped completely away, how can speak with dead spells have any effect on them, assuming the they are questioned about their past lives? What happens to the petitioner if she is resurrected or reincarnated?
 I don't know why anyone would try speak with dead on a petitioner. A petitioner is alive, and if you want to speak with one you just walk up and say "Hi." If, on the other hand, one were to find a petitioner's mortal remains, one can use speak with dead on them and get a normal result, provided that the creature has not been dead longer than the spell allows. A speak with dead spell doesn't give the caster a hotline to the petitioner (as you point out, that would be useless). Instead, speak with dead is a divination spell that allows the caster to learn things that a particular dead creature knew in life. Exactly how this works is unrevealed, but it a pretty good bet that petitioners have nothing to do with the process. In any case, just because a petitioner has no knowledge about its past life doesn't mean that her knowledge is irrevocably lost.
Raise dead, resurrection, and reincarnation spells also function without regard to petitioners. If one of these spells is used successfully, the subject creature is restored to life. If the creature's spirit already has re-formed into a petitioner, there is no effect on the spell or its results, but its a pretty good bet that the petitioner vanishes when the creature returns to life.
Attributes: 2E, Spell

Sage Advice #209 p. 82 (September 1994), Question: 2 🔗
What are the racial adjustments for githzerai thieves?
 There are none.Attributes: 2E, Class

Sage Advice #209 p. 82 (September 1994), Question: 3 🔗
According to the Player's Guide to the Planes (page 21), members of the Fated receive double proficiency slots. Does this apply to both nonweapon and weapon proficiencies?
 Judging from the material on page 21, I suggest that you double only the character's nonweapon proficiency slots.Attributes: 2E

Sage Advice #209 p. 82 (September 1994), Question: 4 🔗
Sigil and Beyond makes it pretty clear that powers (gods) can't enter Sigil in their true forms. Can powers enter Sigil in avatar form?
 Powers do not enter Sigil in any form. They can send in their proxies, however.Attributes: 2E

Sage Advice #209 p. 82 (September 1994), Question: 5 🔗
The character record sheets from the COUNCIL OF WYRMS™ boxed set have space for a dragon character's wingspan. How is a dragon's wing span calculated?
 A dragon's body is about one-third as wide as it is long, and its wingspan is twice its width; see page 11 in the Adventures book.Attributes: 2E

Sage Advice #209 p. 82 (September 1994), Question: 6 🔗
When increasing a dragon character's Strength score due to level advancement, when do you stop? Can the score be increased past the original roll?
 A dragon's Strength score stops increasing when the score reaches the racial maximum or the dragon reaches the great wyrm age category. The initial roll determines the dragon's Strength score at the mature adult stage, not the dragon's maximum Strength score.Attributes: 2E

Sage Advice #209 p. 82 (September 1994), Question: 7 🔗
Exactly how much area does a scrying device such as a crystal ball or a magic mirror spell show? Does a character using a scrying device learn enough about the subject's location to teleport to the subject's location?
 Although the item description does not mention it, a crystal ball (and spells that duplicate its effects) creates an invisible sensor that provides a sort of magical peephole through which the user views his subject. When a creature detects the scrying, it detects this sensor. When a dispel magic spell is used to disrupt scrying, the sensor is the spell's target. The sensor always appears in a location that gives an unobstructed view of the subject. The DM can decide how far away from the subject the sensor will be, but it should be close enough to allow the viewer to see details, say 5-30' distant. Assume the view is similar to a closely focused photograph; the viewer can see the subject and any creature or object in its immediate vicinity. The view behind the subject is murky and indistinct. If the DM allows, the viewer can move the sensor, but each change should require a roll for success (I recommend a minimum 5% chance for failure when moving the sensor).
 The viewer can teleport to the creature's location, provided that the creature is in a location where teleporting works; a creature on another plane, for example, is unreachable by means of the 5th level teleport spell. If the viewer has never seen the subject's location before, treat the area as "viewed once." If the viewer makes a special effort to study the location and spends at least five minutes looking at it, treat the area as "seen casually." If the viewer scrys the same area repeatedly over a period of weeks or months, the area can be treated as "studied carefully" or "very familiar."
Attributes: 2E, Spell, Dispel Magic

Sage Advice #209 p. 82 (September 1994), Question: 8 🔗
Can humanoids other than giant-kin (firbolgs and voadkyn) use giant-kin weapons? If so, which ones?
 Judging from the discussion of giant-kin weapons on page 112 of the Complete Book of Humanoids, I'm inclined to suggest that any humanoid character who is subject to a penalty when using size S or M weapons (see page 111) should be allowed to use giant-kin weapons. Getting such weapons might be easier said than done, however.Attributes: 2E

Sage Advice #209 p. 82 (September 1994), Question: 9 🔗
Do PC satyrs get 50% magic resistance as listed in the Monstrous Compendium®?
 No.Attributes: 2E

Sage Advice #209 p. 82-83 (September 1994), Question: 10 🔗
Can a character using a nonmagical shield or a nonmagical weapon parry an attack from a monster than can be harmed only by magical weapons?
 Yes. Although some AD&D game systems for parrying blows require a successful attack roll against the opponent, a parry does not harm the opponent directly. The object is to put a weapon or shield between the defender and the attack to block or deflect blows, this action is not subject to weapon immunities of any kind.Attributes: 2E

Sage Advice #210, October 1994

This month, the sage considers particular spells and character abilities in the AD&D® game, gives similar consideration to the PLANESCAPE™ setting, and continues his look at the SPELLFIRE™ game.

Sage Advice #210 p. 96 (October 1994), Question: 1 🔗
When a spell-caster uses a touch-delivered spell, does he have to try to touch a recipient immediately or can he wait until a later round? What happens if the recipient is unwilling and the spell-caster fails in his first attempt to touch the recipient? Do attack bonuses from Strength apply to the touch attempt?
 Generally, a touch-delivered spell remains active only during the round when it is cast (see DMG, page 61). There are a few spells, such as dispel evil that remain active for a short time or until triggered. Check the description of the spell to be sure.
 It's safe to assume that a fairly firm touch on the recipient is required to complete a touch-delivered spell, so it's entirely reasonable to allow Strength bonuses or penalties to modify the touch attempt, but that's not official.
Attributes: 2E, Spell, Touch spells

Sage Advice #210 p. 96 (October 1994), Question: 2 🔗
How much damage does the seventh-level priest spell fire storm inflict? One of our local players insists that a 14th-level caster would inflict 16d8 points of damage with this spell.
 The spell inflicts 2d8 points of damage plus one extra point per caster level. A 14th-level caster creates a fire storm that inflicts 2d8 + 14 points of damage. A successful saving throw vs. spells reduces the damage by half.Attributes: 2E, Spell

Sage Advice #210 p. 96 (October 1994), Question: 3 🔗
Dwarves, gnomes, and halflings enjoy Constitution-based saving throw bonuses vs. magic. Do these bonuses apply only to saving throws against spells, or do they also apply to saving throws vs. rods, staves, wands, petrification, and death magic?
 The bonus applies to any saving throw against an effect generated from a wand, staff, rod, or spell. If a spell or device produces an effect that uses the saving throw priority rules (see PHB, page 101) the character still gets the bonus. The bonus also applies to monsters' spell-like abilities, but not to gaze attacks or breath weapons.Attributes: 2E

Sage Advice #210 p. 96 (October 1994), Question: 4 🔗
When a druid is using his shape change ability to assume an animal form and he returns to his normal form he regains 10%-60% of his lost hit points. Does this apply to any lost hit points or just to hit points lost while in animal form?
 Actually, the rules say the druid regains 10%-60% of all damage he has suffered whenever he assumes a new form (PHB, page 37). So, the healing would apply to any damage the druid had sustained before assuming any particular animal form. Note that reverting to normal form does not count as assuming a new form for healing purposes; the druid regains hit points only three times a day—once with each assumption of an animal form.Attributes: 2E, Class

Sage Advice #210 p. 96 (October 1994), Question: 5 🔗
Can thieves use their backstab damage multiplier when using a thrown weapon such as a dagger?
 The rules don't say the thief has to use a melee weapon to make a backstab, but I don't recommend that you allow backstabbing with missiles—it makes the ability too easy to use.Attributes: 2E, Class

Sage Advice #210 p. 96 (October 1994), Question: 6 🔗
Will a stoneskin spell protect a character against energy draining? Will it protect against touch-delivered spells such as cause serious wounds?
Stoneskin does not protect against magical attacks of any kind—even touch-delivered spells—or against special attacks that do not involve cuts, stabs, blows, or the like. Stoneskin prevents a giant snake or spider from injecting venom with its fangs, but it won't prevent green slime from dissolving the character or an undead creature from draining life energy.Attributes: 2E, Spell, Stoneskin, Touch spells

Sage Advice #210 p. 96 (October 1994), Question: 7 🔗
Will multiple stones of good luck work together? I know items such as rings of protection don't work together but a stone of good luck has three times the XP value of a ring of protection and all it does is increase the owner's saving throws.
 No, multiple stones of good luck don't work together. Take another look at the item description, A stone of good luck does a lot more than just modify saving throws. It can improve ability score checks (when they involve avoiding slipping, falling, dodging, and the like). Because the stone literally makes the character a little more lucky, it also comes into play whenever there is a roll for some random twist of fate, including dice rolls among characters to see who gets the pick of the magical items in a treasure hoard.Attributes: 2E

Sage Advice #210 p. 96 (October 1994), Question: 8 🔗
In DRAGON® issue #206 you listed an official correction regarding bonus priest spells for a Wisdom score of 19 (one first-level spell and one third-level spell). That's fine, but the corrected progression still gives priests with Wisdom scores of 23 + more bonus fifth-level spells (4) than anything else.
 Right, I only gave half an answer. The powers that be are still struggling with the official answer to your question. In the meantime, I suggest you change the entry for Wisdom 23 to read 1st, 5th.Comment: This is corrected in the Revised (Black) Player's HandbookAttributes: 2E

Sage Advice #210 p. 96 (October 1994), Question: 9 🔗
Exactly how large is Sigil (from the PLANESCAPE setting)?
 Sigil is literally as big as the DM wants it to be. According to recent reports, the Harmonium has measured Sigil's width (the distance from one outer edge of the ring to the other) at five miles and its circumference at 40 miles, which gives the ring a diameter of a little more than 12.72 miles. Note, however that Sigil is a world unto itself and although it is finite, its size is not fixed. The Lady of Pain can enlarge and reduce it to accommodate newcomers and to force out folk who displease her. Its a good bet that Sigil gets a little smaller whenever some poor berk winds up in the mazes. In any case, I don't recommend making Sigil any narrower than five miles or any wider than 20 miles.
 Sigil's population is unrevealed; only the Lady of Pain knows exactly how many residents there are.
Attributes: 2E

Sage Advice #210 p. 98 (October 1994), Question: 10 🔗
How do the various fiends and planar races of Sigil manage to speak with each other? How do primes and planars speak to the residents of the planes they visit? For that matter, how do primes speak to the residents of other prime material worlds they visit?
 The Common tongue spoken by every AD&D player character is generally understood in Sigil. Common also is understandable throughout the planes and prime material worlds. Of course, each place has its own particular idioms that outsiders don't readily understand. (Planespeak, for example, takes a little getting used to.) I suppose that if your group really likes playing charades and has plenty of tongues spells at hand, you could designate different languages for each world, or even for different regions within each world. In any case, most fiends can telepathically communicate with all intelligent creatures.Attributes: 2E

Sage Advice #210 p. 98 (October 1994), Question: 11 🔗
What are the effects of the cranium rat's mind blast power?
 It works just like a mind flayer's mind blast. That is, the pack generates a cone of mental force 60' long, 5' wide at the base, and 20' wide at the far end. Creatures within the cone must save vs. wands, and failure leaves the victim reeling and unable to act for 3d4 rounds. The blast can originate from anywhere within the pack of cranium rats.Attributes: 2E

Sage Advice #211, November 1994

This month, the sage visits battlefields and the COUNCIL OF WYRMS™ setting. The sage also continues his look at the SPELLFIRE™ game.

Sage Advice #211 p. 95 (November 1994), Question: 1 🔗
Where can I find rules for mass combat in the AD&D® game? I have seen the BATTLESYSTEM® supplement, but I don't have any figures.
 The Castle Guide (TSR product #2114) contains two mass combat systems, one for resolving sieges and one for resolving open field battles. Both systems employ material from the BATTLESYSTEM game. The upcoming PLAYER'S OPTION™ Combat & Tactics book (due out next summer) will contain a system for handling skirmishes involving a few dozen to a few hundred creatures, but it also could be used for larger battles. The system is loosely based on the boarding action system from The War Captain's Companion for the SPELLJAMMER® setting (TSR product #1072). TSR also is planning a hardcover book on high-level campaigns (also due next summer), which will contain a system for conducting mass combat.Attributes: 2E

Sage Advice #211 p. 95 (November 1994), Question: 2 🔗
What happens to sha'irs (from the AL-QADIM® setting) when they venture into the PLANESCAPE™ setting? Can their gens still get them spells? Is the time required to fetch a spell increased or reduced?
 Generally, a gen can go fetch spells for its master from any place in the multiverse. The gen's starting location has no measurable effect on how long it takes to fetch a spell, because most of the gen's time is spent locating and negotiating for the spell, not actually traveling from place to place. The DM can rule that local conditions prevent the gen from leaving the plane, but this should be very rare. If the plane the gen is on allows access to the Ethereal or Astral Planes, it always can fetch spells. Even when it cannot directly enter the Astral or Ethereal, the gen probably can find a conduit or gate that will get it where it needs to go. Note that a gen's ability to go plane hopping does not apply to the sha'ir or to the sha'ir's companions.
 Otherwise, a sha'ir's spells work the same way as any other wizard's. Any local conditions that affect the spell still apply even if the gen successfully delivers it. For example, a gen could deliver a fireball spell to its master, who is adventuring on the Elemental Plane of Water. The spell, however, still fails when the sha'ir tries to cast it because fire spells are ineffective on the Elemental Plane of Water.
Attributes: 2E, Class

Sage Advice #211 p. 95 (November 1994), Question: 3 🔗
Do dragon mages and clerics from the COUNCIL OF WYRMS setting acquire and cast their spells the way other dragons do (learning them randomly and casting them with only a verbal component)? Or do they acquire and cast spells the way other spell-casters do?
 Dragon mages and clerics function just like any other player character spell-caster. In learning "real" wizard or priest magic, they suppress their innate ability to learn spells randomly in favor of the regular method, which allows them to know and memorize many more spells. The dragon spell-caster must meet all the requirements for casting any particular spell, including casting time, and verbal, somatic, and material components. Note that the dragon's innate spell-like abilities are unaffected.Attributes: 2E, Class

Sage Advice #211 p. 95-96 (November 1994), Question: 4 🔗
The core AD&D rules clearly state that a dragon can use its breath weapon only three times a day. However, the COUNCIL OF WYRMS rules imply otherwise (unless you're using the optional on page 40 of the rules book). How many times can a dragon use its breath weapon in a COUNCIL OF WYRMS campaign and should the rule for dragon breath weapons be the same in all worlds?
 The current core rules say nothing of the sort (though the original AD&D game's Monster Manual did limit dragons to three breaths a day). In the AD&D 2nd Edition game, a dragon can use its breath weapon once every three rounds (see the MONSTROUS MANUAL™ book, page 64). As always, the DM has final say about how dragon breath weapons work, but breath weapons should work the same way throughout the campaign, regardless of which world the PCs are visiting.Attributes: 1E, 2E

Sage Advice #211 p. 96 (November 1994), Question: 5 🔗
It is possible to use a dragon character from the COUNCIL OF WYRMS setting in another setting if the dragon were in humanoid form?
 Not really. A dragon requires a great deal of time and treasure to advance a level, and most campaign settings do not have enough of either.Attributes: 2E

Sage Advice #211 p. 96 (November 1994), Question: 6 🔗
What spheres of spells do dragon priests from the COUNCIL OF WYRMS setting cast? Which if the optional spheres from the Tome of Magic can they cast? Do the various dragon deities have specialty priests? If so, what spheres do they have access to?
 All dragon clerics get the same spheres of spell, regardless of who their patron deities are. Worship in the Io's Blood Isles is not yet organized or developed enough to allow for specialty priests. Also, it is unclear whether Io would ever allow specialty priests to develop.
 COUNCIL OF WYRMS creator Bill Slavicsek and I discussed the question of spheres for dragon clerics and here's what we came up with. Spheres marked with an asterisk are from the Tome of Magic:
Major: All, Astral, Charm, Combat, Divination, Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Chaos, Law, Thought, and Wards; Minor: None.
 Note that dragon clerics get both Law and Chaos spells regardless of alignments.
Attributes: 2E, Class, Pantheon

Sage Advice #211 p. 96 (November 1994), Question: 7 🔗
What Tome of Magic spheres to specialty priests of Eilistraee and Lolth (from Drow of the Underdark) cast?
 Here you go:
Lolth: Major: Chaos; Minor: Time.
Eilistraee: Major: Wards; Minor: Travelers.
Attributes: 2E, Pantheon

Sage Advice #212, December 1994

This month, the sage examines a few spells, magical items, and psionic powers from the AD&D® 2nd Edition game and continues his look at the SPELLFIRE™ game.

Sage Advice #212 p. 84 (December 1994), Question: 1 🔗
Recently, one of my players had his character cast the fourth-level wizard spell polymorph self. The character changed into a quickling and the player announced that the character could now move a rate of 96 and make three attacks each round. Is that correct?
 Not if you, the DM, don't think it is. A quickling's speed comes from its magically accelerated metabolism, and is not derived purely from its physical form; therefore, it can be considered a form of special movement, which polymorph self does not bestow (see the spell description, PHB page 161). While polymorph self bestows the assumed form's attack mode, a quickling's multiple attacks also stem from its incredible metabolism. A character who has assumed quickling form can use a quickling's attack modes (weapon attacks or unarmed combat), but only at the rate normally allowed to the character.
 In general, the DM should look askance (consider special) at any nonflying movement rate of greater than 24 or flying movement rate of greater than 36. Likewise, the ability to attack more than once each round with the same limb is a special ability and not a normal attack mode.
Attributes: 2E, Spell

Sage Advice #212 p. 84 (December 1994), Question: 2 🔗
Is it possible to use a ring of shocking grasp to give a metal weapon an electrical charge (by running a wire from the ring to the weapon) and inflict extra damage with the weapon?
 Although this trick has been used in at least one published adventure, there is no reason why the DM has to allow it. The ring's magic works when the character wearing it touches an opponent with the hand that the ring is on (the ring literally creates a magical joy-buzzer in the wearer's palm). Hitting an opponent with a weapon linked to the ring by a wire is not the same as touching the opponent with the hand wearing the ring. Remember that magic does not work according to scientific principles such as those that govern the flow of electricity from a charged object to grounded one.Attributes: 2E

Sage Advice #212 p. 84 (December 1994), Question: 3 🔗
The psionic power Time/Space Anchor is supposed to prevent the user from being teleported against her will unless the opponent wins a psychic contest. How do you conduct a psychic contest if the opponent is not also a psionicist? Also, the way I read the Teleportation power, a psionicist can't teleport another character by force. What's up? Also, can Time/Space Anchor defeat the Banishment power? Can it prevent something from teleporting into an area?
 Conduct the psychic contest between the psionicist's Time/Space Anchor power score and the opponent's power score. If the opponent has no power score, use the opponent's Intelligence score instead. If the opponent is a magical device (such as a teleportation chamber) the DM must assign a value (12 is a good base value for most devices).
 You are correct that the power Teleport Other does not affect unwilling targets, but the Teleport power allows the psionicist to teleport other creatures within her grasp if she spends enough PSPs. If the creatures don't want to go, they can use Time/Space Anchor to stay behind. Time/Space Anchor works against Banishment and any other effect that is described as a teleportation, check the power, spell, or item description to be sure. Time/Space Anchor does not prevent teleportation into an area.
Attributes: 2E

Sage Advice #212 p. 84 (December 1994), Question: 4 🔗
Some of the half-dragons mentioned back in DRAGON® issue #206 (for the COUNCIL OF WYRMS™ setting) can have the dragon fear power. Is this the same as a full dragon's fear power? If so, how strong is it?
 Half-dragon fear is just like dragon fear except that it has a limited number of uses each day, as noted in issue #206. Otherwise, the power is based on the half-dragon's age category. The power's radius and strength is the same as the values given in COUNCIL OF WYRMS Book One, table 4, page 15.Attributes: 2E

Sage Advice #212 p. 84-85 (December 1994), Question: 5 🔗
Over the years I've seen unique magical weapons and spell effects that are supposed to be treated as magical weapons for determining what types of creatures they can harm, but that have no actual bonuses. Does this mean that the items and spell effects in question are +0 weapons? I have never seen a creature that is effected only by +0 or better weapons. Are these weapons and spells effective against all creatures?
 Generally, an item that is equivalent to a magical weapon is treated as + 1 even though it grants no bonuses. However, you should check the item or spell description for exceptions; the flame blade spell, for example, is not treated as a magical weapon, but affects all forms of undead.Attributes: 2E, Spell

Sage Advice #212 p. 85 (December 1994), Question: 6 🔗
Do spells such as energy drain from the PHB and rift (from the Dragon Kings book, page 110) affect mummies? I know that mummies are undead creatures, but they have a connection to the Positive Material Plane instead of the Negative Material Plane. How about psionic powers such as Death Field and Life Draining?
 Mummies are dead and cannot be drained of life energy (lose levels or hit dice) by any means.Attributes: 2E, Spell

Sage Advice #212 p. 85 (December 1994), Question: 7 🔗
A frost brand sword has a 50% chance to extinguish any fire its blade is thrust into, but the ability has a 10' radius. Does this mean a character holding the sword can try to extinguish a flame just by getting within 10' of it? Does this mean that there is a chance that every candle, torch, and lantern within 10' of the sword will go out when this power is used? What happens if the sword is simply carried through a fire without being thrust into it?
 The item description (DMG, page 185) says the sword has a chance to extinguish any flame into which the blade is thrust. That leads me to suggest that the blade must at least touch a fire before it can be extinguished. The DM probably should require the wielder to deliberately stick the sword into a flame and activate the power, which is usable once a round.
 The 10' radius defines exactly how big a fire the sword can quench at once. If there are a dozen small fires in the radius, only one can be extinguished each round. If the fire is bigger than a 10' radius it might spread right back into the area, depending on how combustible the material in the area is. I strongly suggest that you define an individual fire as one that has a fuel source not shared by any other fire. So, for example, a pile of seven logs burning in a fireplace counts as one fire, but seven candles all set in a row are seven different fires.
Attributes: 2E

Sage Advice #212 p. 85 (December 1994), Question: 8 🔗
How much weight can a pair of winged boots lift?
 I suggest 294 to 560 lbs. (280 + 1d20 × 14), just like boots of levitation.Attributes: 2E

Sage Advice #213, January 1995

This month, the sage looks at more magical enigmas in the AD&D® game and continues his examination of the SPELLFIRE game.

Sage Advice #213 p. 85 (January 1995), Question: 1 🔗
Just how complete is the protection provided by an amulet of proof against detection and location? Does it protect the wearer and his clothing and gear from detect magic spells? Is the wearer and his gear protected from spells such as detect invisibility and true seeing? Suppose the wearer stole an item from a spell-caster, would the item be shielded from locate object spells? Does the amulet protect the wearer from psionic detection? Is the amulet itself resistant to spells such as detect magic and identify?
 The letter of the rules will support you if you decide that an amulet of proof against detection and location defeats all divination spells (that is, spells of the Divination school) and psionic powers that mimic those spells. However, I suggest a few exceptions in keeping with the spirit of the rules: First, the item description says that some information about the amulet's wearer is revealed if a powerful being is consulted. In game terms, I'd suggest that the priest spell commune provides access to suitably powerful beings; so does the wizard spell contact other plane, but only if the being contacted resides on an outer plane and has an intelligence of at least 22 (see spell description, PHB, page 167). I also suggest that you allow true seeing to reveal the wearer if he is invisible and to reveal the wearer's true form if it is altered or disguised in any way. Note that the amulet suppresses the wearer's aura, and a priest's true seeing spell cannot reveal the wearer's alignment.
 In any case, an amulet of proof against detection and location also protects the wearer's clothing and equipment, and it defeats spells such as locate object if targeted on items the wearer has on his person. The amulet only functions when worn by a creature, however, and it can be magically detected or identified if it is unattended or if it is carried, but not worn.
Attributes: 2E, Spell

Sage Advice #213 p. 85 (January 1995), Question: 2 🔗
Can a detect magic spell detect a magical aura on an invisible creature? If so, would this reveal exactly where the invisible creature was?
 Yes, detect magic can detect an invisible creature's magical aura. No, this does not pinpoint the invisible creature's exact location. See page 120 of the DMG for details.Comment: Repeated in #254Attributes: 2E, Spell, Invisibility

Sage Advice #213 p. 85-86 (January 1995), Question: 3 🔗
Creatures can use weapons one size larger than themselves if the use two hands (PHB, page 73). If a gnome were using a bastard sword in two hands, what would its damage and speed factor be?
 That depends on how the gnome decides to use the sword and what the DM will allow the gnome to get away with. A bastard sword is a size M weapon no matter how it is used, so a gnome always has to use two hands. There's nothing in the rules that says a gnome, with his two-handed grip, can't use a bastard sword in "one-handed mode" (speed 6, damage 1d8/1d12) or in "two-handed mode" (speed 8, damage 2d4/2d8) just by shifting his grip. Most DMs I know would treat a bastard sword in two-handed mode as a large weapon, however, owing to the fact that the wielder is putting more of the weapon's overall length to use. This would prevent gnomes and other small creatures from using the sword in two-handed mode.Comment: A soft change from #192, putting it in the hands of the DM. Continued in #214Attributes: 2E, Weapon, Gnome Bastard sword

Sage Advice #213 p. 86 (January 1995), Question: 4 🔗
Can shadow magic affect objects? For example, how much effect would a shadow fireball have on a ship's sails?
 Shadow magic has a real component, and it can harm objects. If the object in question has hit points, a shadow magic spell inflicts 20% of its normal damage (see spell description, PHB, page 171). If the target item has no hit points, make a normal roll for the item on the item saving throw table, using whatever attack form the shadow magic was mimicking—the spell's real component, however weak, is potent enough to cause regular saving throws.Attributes: 2E, Spell

Sage Advice #213 p. 86 (January 1995), Question: 5 🔗
When a magical weapon loses its enchantment due to planar travel (a sword +2 from the Prime Material plane is taken to Limbo, for example) does it lose its ability to harm creatures struck only by magical weapons?
 Yes, as an item's power fades, so does its ability to overcome special defenses.Attributes: 2E

Sage Advice #213 p. 86 (January 1995), Question: 6 🔗
Would a character wearing a cloak of displacement lose the cloak's benefits if she became invisible?
 Yes, displacement fools viewers by making the displaced creature appear to be somewhere it is not. The effect is lost when the displaced creature becomes invisible.Attributes: 2E, Invisibility

Sage Advice #213 p. 86 (January 1995), Question: 7 🔗
The various descriptions of golems say that golems are immune to all spells except the ones specifically listed in the creature's description. Does this mean that a golem can ignore spells such as prismatic sphere? What about spells with mostly physical effects such as the Bigby's hand spells and Mordenkainen's sword?
 Golems are impervious to most spells, but they are not anti-magical. Spells that do not change or damage the recipient generally work in a golem's presence just fine. Taking the items from your example: a golem can walk through most layers of a prismatic sphere and suffer no damage or special effects, but the violet (force field) layer stops the golem. The Bigby's hand spells cannot damage golems, but they can slow them or move them around if the golem falls within the spells weight limits. Mordenkainen's sword is ineffective against golems. Note that other spells might have strange effects when golems are involved. For example, a transmute rock to mud spell cast under a golem's feet probably will cause the golem to sink into the mud, The golem, however, will not drown. Instead it sinks to the bottom and keeps right on moving, eventually climbing out. If the spell is dispelled or reversed, the golem eventually will smash its way out of the resulting rock.Attributes: 2E, Spell

Sage Advice #213 p. 86 (January 1995), Question: 8 🔗
Can a wizard memorize an extra spell of lower level in lieu of a higher-level one?
 No. At least not without aid from a spell such as Rary's mnemonic enhancer or Mordenkainen's lucubration.Attributes: 2E, Spell

Sage Advice #213 p. 86 (January 1995), Question: 9 🔗
What, exactly, is required for a wizard to copy a spell from one spell book to another?
 All that is required is a suitable spell book with space to receive the spell to be copied (see DMG, page 42), adequate light, suitable ink and quills (the DM is free to determine what is suitable, but the requirements for writing in spell books are much less rigorous than for writing scrolls, see DMG, page 85), and a reasonable amount of uninterrupted study time, say one hour per spell level.Comment: DMG p. 62 says 1-2 days of work per spell level. There might be a difference in making copies of your own spell book and writing from another wizards bookAttributes: 2E

Sage Advice #214, February 1995

This month, the sage examines a few particulars about the AD&D® 2nd Edition game, including initiative rules, backstabs, and spells. The sage also fields more SPELLFIRE™ game questions.

Sage Advice #214 p. 78 (February 1995), Question: 1 🔗
Why do innate abilities have initiative modifiers (+3 according to page 55 of the DMG) when innate abilities are not like spells and do not require casting times (DMG, page 64)? Can an innate ability be disrupted as a spell can?
 Although an innate ability requires only a brief mental command from the user, they don't take effect instantaneously when triggered. It often is possible for an opponent to complete an action before an innate power comes into play. An innate power, however, does not require a casting time and cannot be disrupted as a spell can be.Comment: Matches what is described in issue #170Attributes: 2E, Dispel Magic

Sage Advice #214 p. 78 (February 1995), Question: 2 🔗
Magical devices such as rods, staves, and wands have initiative modifiers of up to +3; can they be disrupted as spells can? What about rings and potions?
 If your game is not using the optional command word rule (see DMG, page 156) rod, staff, or wand use cannot be disrupted, although the initiative modifier still applies. If you are using the command word rule, I recommend that you allow the process of activating any of these devices to be disrupted, but the DM must make the final decision.
 Rings (and miscellaneous magical items) generally do not require command words and they usually work just like innate abilities. That is, all they require is a mental command which cannot be disrupted, though there is an initiative modifier.
 A potion cannot be disrupted once imbibed. However, the DM might decide that the container holding the potion is smashed or lost before the user can drink it. Drinking a potion has an initiative modifier of +1, but there is an additional modifier of 1d4+1 until the potion actually takes effect. Note that the +4 modifier listed on table 41 in the DMG is just an average figure.
Attributes: 2E, Dispel Magic

Sage Advice #214 p. 78 (February 1995), Question: 3 🔗
Where is the information on alignment tongues in the current editions of the Player's Handbook and DUNGEON MASTER® Guide?
 Alignment languages are not part of the AD&D® 2nd Edition game.Attributes: 2E

Sage Advice #214 p. 78 (February 1995), Question: 4 🔗
Would a thief's backstabbing attack always qualify as an ambush as defined on page 111 of the Player's Handbook? What about surprise? Would the thief automatically gain surprise if she wasn't seen and made a successful move silently roll?
 The penalties for being ambushed (no chance for a return attack and roll for surprise to see if the ambusher gets a another free round of attacks with surprise) do not always apply to the victim of a thief's backstab attack. To qualify as an ambush, the ambusher must be aware of her victim and prepare her attack ahead of time. In addition, the target must be unable to detect the foe prior to the attack. For example, a thief who hears a monster approaching, successfully hides in shadows until the monster passes, then successfully moves silently and closes to the attack probably deserves to be credited with an ambush. On the other hand, a thief who turns a corner and finds herself facing an opponent's unguarded back should be allowed to make a backstab attack, but cannot stage an ambush.
 Technically, a thief must surprise an opponent before she can claim any backstab bonuses (see PHB, page 40); that is, the backstab requires surprise, it does not guarantee it. Note that an unseen thief who makes a successful move silently roll has an extra chance to achieve surprise, see DMG, table 57, page 102; the target should suffer a -2 penalty for the thief's silent movement and very likely an additional -2 for not seeing the thief lurking behind.
 In any case, most DMs I know dispense with the surprise roll and allow a backstab anytime a thief makes an attack from behind against an opponent who is unaware of the thief and has no compelling reason to suspect a rear attack. In such cases, I still recommend a normal surprise roll. If the victim is surprised, the thief gets two attacks before there is an initiative roll. The thief's first attack gains the backstab bonuses and the second attack is a normal rear attack. If the surprise roll fails, the thief is assumed to win initiative and gets the backstab bonuses for the first attack and the victim and turn around and return the attack if she survives.
Attributes: 2E, Class

Sage Advice #214 p. 78 (February 1995), Question: 5 🔗
The third-level priest spell protection from fire negates 12 points of fire damage per caster level if the caster uses it on himself. If an incoming fire attack allows a saving throw for half damage, does the character get to attempt a saving throw to reduce the damage subtracted from the spell's total? What if the character also is wearing a ring of fire resistance? What of the caster also has magic resistance?
 A protection from fire spell negates fire damage that the protected creature actually suffers. If the character can avoid damage altogether courtesy of a magic resistance roll, then no damage is subtracted from the spell's total. If the actual damage inflicted is reduced due to a successful saving throw or a protective device, then only the reduced damage is subtracted from the spell's total.Attributes: 2E, Spell

Sage Advice #214 p. 78 (February 1995), Question: 6 🔗
Does a symbol spell fade after taking effect or does it remain and possibly affect several creatures?
 A wizard's symbol spell remains until triggered, then fades. It is entirely possible for entire groups of creatures to be affected by a symbol however; as several creatures might read or otherwise trigger it simultaneously.
 A priest's symbol spell lasts for one turn per level of the caster and can affect any number of creatures who are exposed to it within that time.
Attributes: 2E, Spell

Sage Advice #214 p. 78-79 (February 1995), Question: 7 🔗
Because there is a second-level priest spell detect charm, I think that a detect magic spell, which is first level for wizards and priests, cannot detect spells such as charm person. Am I right?
 I don't know. If you're the DM, you're right.
 On the other hand, detect magic reveals magical emanations within the area of effect. Now, I don't find anything in the charm person, charm person or mammal, suggestion, mass charm, fire charm, or charm monster spell descriptions implying that any of these spells do not produce magical emanations just like any other spell does.
 Let's pause for a moment, however, and examine what detect magic can and cannot do. Detect magic can detect magical emanations from a charmed creature. If a priest casts the spell, all it reveals is the approximate strength magic, weak to overwhelming; the priest who cast the spell learns nothing else. If a wizard casts the detect magic spell, there is a 10% chance per caster level of identifying the exact type of magic; in this case, Enchantment/Charm magic, not charm person or any other specific effect. Note that this kind of accuracy is not always possible. The percentile roll to determine the type of magic can fail and the DM can rule that there are so many conflicting types of magic present that no one of them can be singled out. This might very well be the case if the charmed character also is carrying several magical items, has consumed a potion, and has also has received some other type of spell.
Detect charm exists as a separate spell for two reasons. First, it allows priests to identify magical charms when they find them; something that their version of detect magic cannot do. Second, it allows a magical charm to be identified exactly, right down to the specific type—it can distinguish a charm person effect from a rod of beguiling effect even when there are several different types of magic affecting the creature being examined; something that not even the wizard's version of detect magic can do. Note, however, that if the creature being examined has been subjected to several different charm effects all at once not even detect charm can distinguish between them.
Attributes: 2E, Spell, Charm

Sage Advice #214 p. 79 (February 1995), Question: 8 🔗
How many missiles can a character wearing gloves of missile snaring catch in a single round? Is the number reduced if the characters wears only one glove?
 Generally speaking, a character must wear both items in a pair of magical items before getting any benefit. One cannot, for example, wear one boot of speed and expect to go hopping off at a brisk pace. A character wearing gloves of missile snaring can grab one or two missiles each round. To grab two missiles, both hands must be free, that is, not holding weapons, shields, or other equipment.Attributes: 2E

Sage Advice #214 p. 79 (February 1995), Question: 9 🔗
What kinds of magic can a rod of cancellation actually destroy? The item description seems to imply that the rod only works on magical items, but there are some spell effects, such as walls of force whose descriptions say that the rod destroys them.
 A rod of cancellation can drain any magical item according to the rules given in its description (DMG page 152), and some spell effects. If a spell is subject to cancellation, its description will say so.
 Some DMs I know also allow rods of cancellation to drain spell effects that can be touched and that operate continuously. Such effects include the various wall and Bigby's hand spells, prismatic sphere (one layer only), and unseen servant, but not spells that summon creatures or animate plants or objects. If you use this variant, you'll have to decide what can be canceled on a case-by-case basis.
Attributes: 2E, Spell

Sage Advice #214 p. 79-80 (February 1995), Question: 10 🔗
How is a wand of negation supposed to work? Does it act like a dispel magic spell, negating effects that already are in place, or does it prevent the target device from working in the future? If the latter is true, how long does the negation last? The wand is supposed to be 100% effective against other wands, but only 75% effective against other devices. Is a spell a device? What about wands with multiple functions; is a wand of negation 100% effective against the wand's primary function (or the first one targeted) and only 75% effective against other functions? What is a spell-like effect?
 A wand of negation prevents wands and other magical devices from producing spells or spell-like effects during the round in which the wand of negation is used. It does not affect spells in any way. A wand of negation does not affect spells or spell-like effects that are already up and running, so the wielder must win initiative to be effective. The negation lasts one round and effects wands 100% of the time, even multi-function wands. A wand of negation also effects (75% of the time) any non-artifact magical device that produces spells or spell-like effects including rods, staves, rings, unusual weapons, and miscellaneous magical items.
 A spell-like effect is anything that the user can invoke at his own discretion. Effects that operate continuously are not spell-like effects. For example, the defensive bonuses provided by rings of protection, bracers of defense, or magical armor are not spell-like functions. The attack and damage bonuses from a magical sword are not spell-like, but any extra, non-combat powers that the sword has, such as flight or trap detection, are.
Attributes: 2E

Sage Advice #214 p. 80 (February 1995), Question: 11 🔗
In the original Player's Handbook, there is a +4 bonus for attacking motionless opponents, but the modifier is not included in the current PHB. Under what circumstances does the modifier apply? For instance, does it apply when attacking a sentry standing at his post? Why has the modifier been dropped from the current rules?
 The +4 modifier applies when the opponent is incapable of moving or capable of only very limited movement, see the original DUNGEON MASTER Guide, page 70. The unmoving sentry in your example could be attacked with a +2 modifier for a rear attack (if the attacker were behind the sentry), but not the +4 for being motionless (because he is capable of moving freely). If the sentry were asleep at his post, however, the +4 modifier would apply. The current rules still contain the +4 modifier (see PHB, page 90), but the term "motionless" has been dropped to help avoid confusion.Attributes: 1E, 2E

Sage Advice #214 p. 80 (February 1995), Question: 12 🔗
Page 73 if the Player's Handbook says creatures can use weapons one size larger than themselves if they use two hands. What happens when a gnome uses two hands to wield a bastard sword? Does the gnome use the two-handed statistics or the one-handed statistics?
 A bastard sword is a size M weapon no matter how it is wielded. So, your gnome could use either set of statistics, it all depends on where the character grips the sword. Note that the sword has a slower speed factor when used two-handed.
 DMs who don't care for this idea should feel free to treat a bastard sword used two-handed as a large weapon. The sword doesn't actually get any bigger when used with two hands, but the wielder is employing more of the sword's overall length and mass. (See "Sage Advice" in DRAGON issue #213 for more on gnomes using bastard swords.)
Attributes: 2E, Weapon, Gnome Bastard sword

Sage Advice #215, March 1995

This month, the sage considers a mix of questions straight out of the mailbag.

Sage Advice #215 p. 88 (March 1995), Question: 1 🔗
Exactly what is meant by the phrase "magical creatures and spell-casters"; my question relates to the vortex spell from the Tome of Magic, page 36, but a general definition would be useful for other purposes as well.
 In this particular case, a spell-caster is any creature capable of casting spells or using spell-like abilities, including high-level paladins and rangers. A magical creature, for purposes of the vortex spell is anything that has been conjured, summoned, animated, or has its origin on another plane. Golems, creatures carrying magical items, and creatures that are enjoying the effects of beneficial spells are not magical unless they also fall into one the aforementioned categories. You may indeed find this definition useful in other circumstances, but use your common sense when applying it.Attributes: 2E, Spell

Sage Advice #215 p. 88 (March 1995), Question: 2 🔗
I'm having difficulties with the charm person spell. How should the spell work during a combat with several creatures on both sides? Will a charmed creature immediately switch sides? Does a charmed creature believe everything the caster says? Will a charmed creature follow the caster around, effectively become the caster's henchman? Is there a limit to the number of charmed creatures a character can control at once?
 A charmed creature regards the spell-caster as a valued friend who will never harm it or tell it a lie. The creature also loses all sense of personal initiative and does nothing unless the caster tells it to do something (see DMG, pages 63-64). It is possible for the caster to persuade the charmed creature to attack former comrades, but the caster's intention must be clear and the caster might need to be very insistent if the charmed creature is lawful or good and is loyal to its original group. Such communication is seldom possible in the midst of combat, though the caster can draw the charmed creature aside for a chat. Note that if the charmed creature's associates try to prevent the creature from leaving the group, it becomes much easier for the caster to convince the creature that the former allies are enemies.
 A charmed creature doesn't necessarily believe everything the caster says, but it is always certain the caster isn't really trying to lie.
 A charmed creature will do pretty much anything the caster asks it to do, short of obviously suicidal actions and actions completely contrary to the creature's ethos or alignment. For example, no druid is going to set fire to a forest (though a charmed druid might be convinced to leave a campfire unattended). If the caster tells the creature to follow, the creature will tag along while the spell lasts. Note that hostile actions on the caster's part merit a new saving throw for the creature, as does too much abuse or interference from the caster's companions.
 A caster can keep any number of charmed creatures under his thumb at once, but there are practical limitations to how many creatures he can control at once; under most conditions, the caster might issues brief commands to four or five charmed creatures in a single round. If a charmed creature cannot see, hear, and understand the caster, it probably won't heed his commands.
Attributes: 2E, Spell, Charm

Sage Advice #215 p. 88 (March 1995), Question: 3 🔗
The material for the elven archer kit in The Complete Book of Elves recommends continued specialization with bow. How is this accomplished? Are the long sword, short sword, and dagger the only melee weapons an elven archer can ever use?
 The reference to continued specialization is an error, though the upcoming PLAYERS OPTION™ Combat and Tactics book (due out in July) includes rules for weapon mastery, which an elven archer certainly could use.
 When spending her initial weapon proficiency slots, the only melee weapons an elven archer can choose are the long sword, short sword, and dagger. The character can choose other melee weapons as she gains new weapon proficiencies. An elven archer never gains any attack roll bonuses with melee weapons of any kind.
Attributes: 2E, Class

Sage Advice #215 p. 88 (March 1995), Question: 4 🔗
The PLANESCAPE™ box set says priests whose deities reside on the Inner Planes lose three levels of experience when adventuring on the Outer Planes because there are three planes between them and their deities. The example (DM™ Guide to the Planes, page 14) lists the three planes as the Ethereal, Prime Material, and Astral Planes. Why are the Ethereal and Astral counted when they don't interfere with priests on the Prime?
 Because that's the way the deities want things to work. As my colleague David Wise once put it, there are no laws of planar physics that cause priests to lose levels when they visit the Outer Planes, there are just the rules that the powers have laid down. Note that in general no priest loses levels on any Inner Plane or on the Astral or Ethereal plane no matter where the character's deity resides. Of course, there might be places in the multiverse where the powers have decided otherwise, but that's up to the DM or scenario designer.Attributes: 2E

Sage Advice #215 p. 88 (March 1995), Question: 5 🔗
In the PLANESCAPE setting, can priests in Sigil receive spells? If so, what is the level cost?
 Yes they can. Sigil is part of the Plane of Concordant Opposition and is adjacent to every Outer Plane. Priests whose deities reside on the Outer Planes lose no levels. Priests whose deities reside on Inner Planes lose three levels.Attributes: 2E

Sage Advice #215 p. 88+90 (March 1995), Question: 6 🔗
The Manual of the Planes says that poisons don't work on the Astral Plane because characters' metabolic rates are slowed. The material on the Astral Plane in the PLANESCAPE setting doesn't mention slowed metabolic rates at all. Is this an official change, or just an oversight? Do magical potions work on the Astral Plane?
 The exact magical properties of the Astral Plane in the PLANESCAPE setting are currently unrevealed. Until updated material for the PLANESCAPE setting comes out, I'd suggest you go by what's in Manual of the Planes. According to that book, potions not only work on the Astral Plane, they can last indefinitely and their durations only begin to run out when the character leaves the plane.Attributes: 2E

Sage Advice #215 p. 90 (March 1995), Question: 7 🔗
In the PLANESCAPE MONSTROUS COMPENDIUM® accessory, the general entry for tanar'ri says they all have a gate spell-like ability. However, the individual entries for the alu-fiend, cambion, manes, and wastrilith don't give any details on gating. Do these creates have the gate ability?
 No, these creatures have no gating ability. The manes is a kind of sub-tanar'ri, the cambion and alu-fiends are tanar'ri crossbreeds, and the wastrilith is an elemental creature not known for its ability to influence other denizens of the Abyss; none of these creatures enjoy the full slate of tanar'ri powers.Attributes: 2E

Sage Advice #215 p. 90 (March 1995), Question: 8 🔗
In the PLANESCAPE MONSTROUS COMPENDIUM accessory, the entries for the abishai, lemure, and nupperibo baatezu are confusing. Under what conditions will each of these fiends regenerate hit points? Also, how do the terms "holy magical weapon," "holy sword," "holy item," and "sanctified weapon" really mean in this context?
 In all three cases, the creatures will not regenerate back to life if killed by a holy sword or holy water, or if doused with holy water after death.
 The terms in your list collectively describe holy water and the +5 holy avenger sword. In some campaigns there might be magical holy avenger weapons that are not +5 or that are not swords—they qualify as holy or sanctified weapons. Some campaigns also might have holy items that are not holy water, such as holy wafers, which can be stuffed into creature's body to keep if from regenerating. DMs also might allow good holy symbols to prevent regeneration if placed upon the body.
Attributes: 2E

Sage Advice #216, April 1995

This month, the sage takes a look at optional materials and settings for the AD&D® game and considers a few AD&D game basics before moving on to a quick look at the SPELLFIRE™ game.

Sage Advice #216 p. 103 (April 1995), Question: 1 🔗
I'm running a COUNCIL OF WYRMS™ campaign with five different types of dragon PCs. Several characters (the crystal, sapphire, and copper dragons) have gained enough experience to go up a level, while the rest (the gold and silver dragons) are still a long way from going up. The first group of players don't want to wait for the required time to lapse and the second group wants harder adventures so they can get more experience. What can I do? Is there a way to speed up or slow down the characters' advancement rates? Is the time requirement really necessary?
 Yes, the time requirement is necessary—being a dragon isn't easy. The simplest solution to your problem is to use the Player Character Sets rules (Book One, page 35). Let the players with dragons ready to go up levels temporarily retire their characters (or better yet become involved on dragon politics or other campaign business) and have those players use their kindred characters for adventures while the remaining dragons collect the experience and treasure they need to advance. There are other solutions, but how well they work depends on how competitive your players are. If your players are dedicated role-players, you simply can advance the campaign timeline a few decades or centuries whenever you feel the need and promote all the PCs to the next level.Attributes: 2E

Sage Advice #216 p. 103 (April 1995), Question: 2 🔗
Can tieflings, cambions, alu-fiends, githzerai, and other races from the PLANESCAPE™ setting choose character classes from the AL-QADIM® setting? I understand there might be some social and cultural barriers, I just want to know if it's possible.
 Planars who immigrate to Zakhara are limited to the various outlander kits, just as other non-Zakharans are. There's no reason why second generation planar immigrants can't choose native kits, assuming that the pervious generation took pains to become part of the society.Attributes: 2E, Class

Sage Advice #216 p. 103 (April 1995), Question: 3 🔗
Are the optional individual experience awards and the individual class awards supposed to supplement the group experience award (DMG, pages 46-48) or replace it?
 Actually, the individual class awards are optional, too, even though the blue box on page 48 ends at the bottom of the first column. Generally speaking, individual character awards should be given in addition to any group award, as these awards reflect superior play. An individual class award can be given in addition to the group award or instead of the group award, depending on how the DM feels about the situation. For example, a thief who steals back a bribe the party had to pay a dishonest guardsman probably should receive extra experience points for grabbing the money in addition to the group's award for the whole adventure. On the other hand, a thief who gets the whole party in unnecessary trouble by picking on the wrong mark, but still manages to retain what she stole, might be given the bonus instead of a share in the group award.Attributes: 2E

Sage Advice #216 p. 103 (April 1995), Question: 4 🔗
Are racial saving throw bonuses cumulative with saving throw bonuses for high ability scores? For example, does a dwarf or gnome with a 17 Constitution and an 18 Wisdom receive a +8 to saving throw vs. spells?
 Yes the bonuses are cumulative. However the dwarf in your example would receive the full +8 only against spells that affect the mind, such as charm person, because the +4 bonus from Wisdom only helps against mental attacks. Also remember that a roll of a 1 on the saving throw die is a failure.Attributes: 2E, Race, Charm, Nat1 save

Sage Advice #216 p. 103 (April 1995), Question: 5 🔗
Are psionics subject to planar alterations as spells are?
 School alterations usually do not apply to psionics. Certain other special planar effects, however, still can apply if the DM wants them to. For example, the retribution effect for direct attacks on important tanar'ri in the Abyss probably should apply to all forms of psionics.Attributes: 2E

Sage Advice #216 p. 103 (April 1995), Question: 6 🔗
When calculating a creature's experience value, what's the hit die value modifier (DMG, page 47) for psionic abilities?
 Add one hit die if the creature can employ only psionic devotions or add two hit dice if the creature can employ psionic sciences.Attributes: 2E

Sage Advice #216 p. 103 (April 1995), Question: 7 🔗
Do player characters need to have the read/write proficiency to use magical books, tomes, manuals, and librams? Do player characters need the read/write proficiency to use scrolls and spell books?
 A character must be able to read to use any written magical item, including books and scrolls.
 Technically, wizards and bards are not required to have the read/write proficiency, though many campaigns do require it as a house rule. Spell books are written in a sort of personal magical cipher, and illiterate characters can make up their own if they know how to cast spells. Note that read magic always gives the caster the ability to read a scroll, though the character might be categorically denied the use of the spell (no wizard can cast a priest spell from a scroll and vice versa). Likewise, thieves are not technically required to have the read/write proficiency to use their read languages skill (the skill itself is sufficient to unravel the mysteries of a written page if the character's die roll succeeds) or to use scrolls at high level.
Attributes: 2E, Scroll

Sage Advice #216 p. 103-104 (April 1995), Question: 8 🔗
The spellcraft proficiency allows characters to recognize magical and magically endowed constructs. What, exactly, does this mean?
 It means that the character knows a spell effect when he sees one. For example, a successful proficiency check would tell the character which wall in a room was created with a spell. The character would not know, however, if the magic involved was a wall of stone spell, an illusory wall spell or something else entirely. Some DMs might allow the character to recognize magically constructed or animated creatures as well. For example, the character might be able to note a golem lurking in a row of normal statues or an animated table before it moves to the attack.
 Spellcraft is not a substitute for a detect magic spell. It will not reveal magical items buried in a treasure hoard or allow the character to determine which spells have been cast upon a creature.
Attributes: 2E

Sage Advice #216 p. 104 (April 1995), Question: 9 🔗
How does weapon specialization work with the eleven bladesinger kit?
 Bladesinging is a form of weapon specialization available to elf fighter/mages. A bladesinger cannot specialize in a second weapon or double specialize in bladesinging.Attributes: 2E, Class

Sage Advice #216 p. 104 (April 1995), Question: 10 🔗
How many miles does a berk have to walk to get from the spike under Sigil to one of the gate towns such as Curst or Plague Mort? Since the planes are infinite, what lies beyond these towns?
 The exact distances are unrevealed, mostly because physical distances are pretty much meaningless in a setting where a cutter can find a gate leading just about anywhere. If you really have to know, the distance from the spire to any gate is probably at least 25,000 miles. Generally speaking, if a player character would even think of trying to walk the distance, you've made it too short.
 Beyond the gate towns lie unexplored tracts of that plane. Exactly what such tracts contain is unrevealed, but they generally conform to the plane's basic nature. In the Outlands, for example, the areas beyond the gate towns look pretty much like ordinary landscapes, though a traveler will find the occasional realm of a neutral power whose personality shapes the countryside. In a similar fashion, there also will be gates to other planes and the areas around those gates will reflect the nature of the plane the gate leads to.
Attributes: 2E

Sage Advice #217, May 1995

This month, our sage unravels mysteries from all corners of the AD&D® game multiverse, from how amulets of life protection really work to where deities live.

Sage Advice #217 p. 82 (May 1995), Question: 1 🔗
An amulet of life protection works against all sorts of potent mental attacks, but how does its second power, the ability to hold the wearer's psyche for up to seven days before it departs to the plane of its alignment, work? A raise dead spell can help a person who has been dead longer than seven days, so what's the point?
 If one assumes that at death a character's psyche departs to the plane of its alignment, then the amulet's second power becomes obvious. It prevents the character from dying until seven days have passed. If "killed" the wearer remains at 0 hit points (or -10 hit points if you use the Hovering at Death's Door optional rule) until the character's hit points are brought back into positive numbers by magical healing or until seven days pass, in which case the character really dies and must be raised or resurrected (if that is possible).
 Most DMs also will allow a character with an amulet of life protection to be raised or resurrected even if the character's body has been destroyed, as long as the amulet survives. In any case, the wearer can be raised or resurrected even after being killed by a death spell or a demilich or by any other special attack that would otherwise slay the victim irrevocably.
Attributes: 2E, Spell

Sage Advice #217 p. 82 (May 1995), Question: 2 🔗
How does one deal with armor for bariaur characters from the PLANESCAPE™ setting? How much does the armor cost and how does it work?
 I recommend treating armor for a bariaur or centaur as horse barding, but add 15% to the cost and weight to account for the creatures' humanoid foreparts. So chain mail would cost 575 gp and weigh 80 pounds. If the armor normally grants an armor class better than the character's natural armor class, the character gets the better one, AC 5 in the case of chain mail. Otherwise, the character's armor class improves by one; for example, a bariaur in leather would have an armor class of 5. A shield improves a bariaur's or centaur's armor class by one, but only against attacks coming from the front.Attributes: 2E

Sage Advice #217 p. 82 (May 1995), Question: 3 🔗
I have a bariaur paladin character in my PLANESCAPE campaign who is rapidly approaching the level where the character is allowed a bonded mount. Now bariaurs might have a little difficulty riding horses or anything else for that matter. What should I do?
 You might consider allowing the character to meet and win some kind of animal companion or perhaps a follower, such as rangers gain.Attributes: 2E

Sage Advice #217 p. 82 (May 1995), Question: 4 🔗
Can a psionicist stack defense slots to increase his power score in the same way the character can for normal sciences and devotions?
 Yes. A psionicist can improve a defense mode's power score by devoting an extra slot to it instead of choosing a new defense mode when the character qualifies for one. A character with access to the telepathy discipline also can improve a defense mode's power score by devoting a telepathy slot to a defense mode he already knows.Attributes: 2E

Sage Advice #217 p. 82 (May 1995), Question: 5 🔗
Is there an easy way to determine a monster's level for the purpose of constructing my own tables for monster summoning spells?
 The original AD&D game used a creature's experience point value to determine its level for purposes of random encounter and summoning tables. Here's something similar for the current game:

XP value Monster level
 35 1st (monster summoning I)
 120 2nd (monster summoning II)
 270 3rd (monster summoning III)
 650 4th (monster summoning IV)
 1,400 5th (monster summoning V)
 4,000 6th (monster summoning VI)
 6,000 7th (monster summoning VII)

 The numbers above are maximum values; if a creature's experience value exceeds the listing for a given level it belongs in the next higher category. Feel free, however, to adjust things a little bit when building summoning tables of your own. The creatures listed on the monster summoning tables in the MONSTROUS MANUAL™, Book for example, don't always match this table.
Attributes: 1E, 2E, Spell

Sage Advice #217 p. 82-83 (May 1995), Question: 6 🔗
Just what abilities do player character specialty priests of the deities from the Legends & Lore tome get? Specifically, priests of Tyaa get thief abilities. Which thief abilities? Priests of Odin or of the Valkyries must meet fighter requirements, does this mean they get warrior abilities such as multiple attacks and ability to roll for exceptional Strength scores? A priest of Horus is a paladin, but how much of a paladin?
 If the deity's description says specialty priests get particular abilities, then PC specialty priests get those abilities. Make sure you understand what you're reading before handing out extra character abilities, though.
 For example, priests of Odin must meet the qualifications for fighters (Strength 9) in addition to the requirements for priests (Wisdom 9), but gain no other fighter abilities beyond what is listed on page 175 of L&L (one extra hit point per level and a fighter's THAC0 once the character reaches 10th level). Priests of the Valkyries have the same requirements, but always use the warrior combat and saving throw tables. In both cases, the characters are still priests; they use the priest experience tables and gain no other warrior abilities.
 Priests of Tyaa literally are thieves with spell-casting abilities. They use the rogue combat and saving throw tables but the priest experience tables. They gain the full slate of thief abilities, are limited to leather armor, and have six-sided hit dice.
 Priests of Horus function as paladins except that they cast spells as priests and turn undead as priests five levels lower than their actual levels. Priests of Horus use the paladin combat, experience, and saving throw tables. To maintain game balance, you might want to give them eight-sided hit dice instead of l0-sided hit dice and you might also want to limit their bonus hit points from high Constitution scores to +2 per die.
Attributes: 2E, Class

Sage Advice #217 p. 83 (May 1995), Question: 7 🔗
Just how much stuff can a character carry? I mean, how many things can you cram into a backpack or belt pouch before the thing bursts and how many weapons can a character stash on his body before he become immobile?
 A character can carry as much equipment as his encumbrance limit allows (see PHB, Table 1, page 14). Capacities for common containers are given in the PHB as well (see Table 50, page 78); a backpack holds 50 pounds and a large belt pouch holds 8 pounds.
 Technically, a character can carry any number if items if the items' total weight does not exceed the character's encumbrance limit. The DM can, however, impose a little common sense if a player starts going over the top. Generally speaking, a character can carry one size M weapon (such as a long sword or a battle axe) on one hip, and a size S weapon (such as a hand axe or short sword) on the other hip. A bandolier over a man-sized character's torso can hold about three size S weapons, and a character who really wants to be armed to the teeth probably can carry two or three very compact size S weapons, such as daggers, strapped to each leg (bulkier weapons such as short swords and war hammers can't be this way if the character wants to walk normally).
 Two-handed weapons such as long bows, pole arms, and two-handed swords really can't be carried anywhere but in a character's hands. One two-handed weapon can be strapped across a man-sized character's back, but the character is going to have a very hard time getting at it quickly. You can figure the character is going to blow a whole round getting the weapon loose, and that is possible only if the character has taken the care to lash it carefully and provide some kind of snap or hook at the shoulder so that the weapon can be pulled loose quickly. Without such precautions, the character probably will have to spend two rounds getting the weapon ready or stand still for a round while a companion undoes all the knots.
 Of course, a character can cram 50 pounds of weapons into his backpack, provided that all the weapons are no more than three feet long, but getting to them in a hurry is a real problem—out of the question if the character also has a two-handed weapon strapped to his back.
Attributes: 2E

Sage Advice #217 p. 83 (May 1995), Question: 8 🔗
The dispel magic spell description says that it removes spells and spell-like effects from devices and innate abilities. Does this mean that the spell can remove or suppress a creature's magical ability? For instance, can a drow's ability to cast darkness be taken away (even temporarily) by a dispel magic spell?
 A dispel magic removes magical effects, not magical abilities. A spell-caster or magical creature can't be magically neutralized by a dispel magic spell the way a magical item can. The spell, however, can disrupt a spell while it is being cast just like an attack can. An innate ability can't be disrupted the way a spell can, it could be dispelled the moment it takes effect if the initiative roll is right,Attributes: 2E, Spell, Dispel Magic

Sage Advice #217 p. 83 (May 1995), Question: 9 🔗
In an old issue, you said a character using a magical war hammer and wearing a girdle of giant strength and gauntlets of ogre power would gain all the attack and damage bonuses from the two Strength-enhancing items, actual Strength score, the magical weapon, and specialization, if any. What were you thinking? A character with a 17 Strength score, a war hammer +2, a girdle of hill giant strength, and gauntlets of ogre power would gain a +9 attack bonus and a +16 damage bonus. Kind of scary, don't you think? If the character is a fighter and also drinks a potion of fire giant strength do the bonuses rise to +12/+25?
 This is an old one, but I had two questions about it this month, so here goes:
 What was I thinking? Why, I was thinking about what the rules say. In the both versions of the AD&D game, a character who has a magical war hammer of any kind, any girdle of giant strength, and gauntlets of ogre power gains the ability to do the Thor routine and really smash up the opposition by adding up the combat bonuses from all the items and the character's normal Strength score bonus to boot. The fateful line of text that makes this possible can be found on page 145 of the original DMG and on page 170 of the current DMG. Bonuses from a potion of giant strength are never added into this bonanza of combat bonuses (a potion being neither girdle nor gauntlet, nor normal). Note that a character must have all three items, girdle, gauntlets, and war hammer, to get the super bonus. So, if the DM only give out two of three items, no PC in the game can get the combined bonuses.
 Are the combined bonuses scary? Well, scary is a relative term. Even your +9/+16 tactical nuke on legs is likely to take pause if she meets something that just doesn't care about how much damage an opponent can inflict. A vampire wizard using a fire shield spell might just ruin the tactical nuke's day, even if the vampire only gets to stick around for a round or two before being forced into gaseous form or being turned by the party priest.
 In case you're not quite following me here, remember that vampires just don't care much about damage that doesn't come in the form of sharpened stakes in the heart; other forms of damage just force them into gaseous form until they can regenerate the damage. Also remember that fire shield spells turn physical attacks into magical zaps that inflict just as much damage on the attacker as the attacker inflicts on the target. So every time the character hits for mega-damage she also suffers mega-damage.
 No, to really "scare" me you'd have to add a ring of vampiric regeneration, armor of etherealness, and a cloak of displacement to the tactical nuke. Now there's a character that could make the tarrasque think about retiring and taking up collectible card games.
 The moral of the story is DMs should be careful when handing out magical treasures, especially girdles of giant strength and magical war hammers (even war hammers +1). If you find that your players have used their characters' magical items to create killing machines that really scare you, it's time to start thinking about what might scare the killing machines. (What would happen to the PCs if the spell-casting vampire had two or three hasted pet rust monsters and had dropped a few phase door spells in strategic locations?)
Comment: Follow up on #205Attributes: 1E, 2E

Sage Advice #217 p. 83 (May 1995), Question: 10 🔗
When an item or special ability allows a damage multiplier, exactly what gets multiplied?
 Generally, only the damage dice roll gets multiplied; bonuses from Strength, magic, etc. get added after the multiplier. Check the item or ability description, if it doesn't specifically say that bonuses are multiplied, then only the damage dice are.Attributes: 2E

Sage Advice #217 p. 83 (May 1995), Question: 11 🔗
What special abilities does the caster gain when using the ninth-level wizard spell shape change? For instance, the character changes into a drow to sneak past a drow patrol. What happen to the caster if she is killed while in an assumed form?
 According to the spell description (PHB, page 196). The caster gains all the assumed form's abilities except those dependent on intelligence, innate magical abilities, and magic resistance. In your example, the shape changed character gains a drow's superior infravision and that's all. If killed in an assumed form, the caster remains in that form until the spell expires. The spell description mentions that dying in an assumed form might make revivification difficult, but the assumed form is not permanent, and can interfere with attempts to raise or resurrect the character only while the spell lasts.Attributes: 2E, Spell

Sage Advice #217 p. 83-84 (May 1995), Question: 12 🔗
It seems to be a lot easier for priests to enchant items than it is for wizards. I mean, any high-level priest can just plop a sword on an altar and after a few dozen days he's got a holy avenger while the poor wizard is still out there trying to get a decent sword made. Why are the rules set up this way?
 They aren't. A priest prays over an item to enchant it, not to manufacture it. The item can go onto an altar to be enchanted only if it is an appropriate vessel for the deity's power. An item becomes an appropriate vessel only after the priest has gone through all the steps to make it suitable for enchantment, just as a wizard must do.Attributes: 2E

Sage Advice #217 p. 84 (May 1995), Question: 13 🔗
How do specialists who can't cast enchantment/charm spells recharge magical items? (The enchant an item spell is an enchantment/charm.)
 Technically, they can't. If this bothers you, go ahead and add enchant an item to the evocation/invocation school as well as the enchantment/charm school. If you do so, you're saying that magic can be invoked into an item (which is what priests do anyway) as easily as it can be enchanted into an item. Since creating and recharging magical items is something of a class ability for wizards, game balance in your campaign won't suffer.Attributes: 2E, Spell, Class

Sage Advice #217 p. 84 (May 1995), Question: 14 🔗
Can specialists use scroll spells from their opposing schools? The text on page 145 of the DMG seems to say that they can. Also, just how far does the prohibition against specialist wizards using magical items from their opposing schools go? Can an illusionist use a potion of healing, which is pretty clearly a necromantic item?
 Any wizard character can read any wizard spell from a scroll (although there might be a chance for failure if the character reading the scroll isn't of sufficient level to cast the spell).
 I recommend that you allow specialist wizards to use freely any items that can be used by all character classes, even when they duplicate effects from their opposition schools. This includes the majority of potions, and most rings and miscellaneous magical items. Any item, however, that can be used only by wizards, or only by wizards and priests, is off-limits to a specialist if it duplicates an effect from the character's opposition schools. Any character, for example, can use a potion of healing, even an illusionist. An illusionist also can use a wand of magic missiles, but the character must make attack rolls when firing the missiles, just as a non-wizard does.
Comment: The same answer is given again in issue #227.Attributes: 2E, Class, Scroll

Sage Advice #217 p. 84 (May 1995), Question: 15 🔗
Would a character die if she viewed a symbol of death through a wall of force (assuming she had 80 hit points or less)?
 Yes she would. While a wall of force blocks spells, it doesn't block vision. Spells that have visual triggers, such as symbols and illusory script work on characters who see them, walls of force not withstanding. Gaze attacks also work this way.Attributes: 2E, Spell

Sage Advice #217 p. 84 (May 1995), Question: 16 🔗
Hey! When are you going to list Tome of Magic priest spell spheres for the deities in Monster Mythology? How about home planes for these deities?
 If you look carefully at the entries in Monster Mythology you'll see that spheres from the Tome of Magic are included.
 Unless stated otherwise in the description (or in a PLANESCAPE product), a deity's primary residence is on the outer that reflects the deity's alignment. For example, Corellon Larethian makes his abode on Arborea, along with the rest of the elven pantheon (although elven deities who are not chaotic good probably have formal residences on their alignment planes and only have modest residences on Arborea).
Attributes: 2E

Sage Advice #218, June 1995

This month, "Sage Advice" looks at optional expansions to the AD&D® game and considers a few other questions from the mailbag.

Sage Advice #218 p. 97 (June 1995), Question: 1 🔗
Wizards using the ghul lord kit from the Complete Sha'ir's Handbook have an ability called manipulation, which inflicts temporary damage on the user. What is temporary damage? Also, there is a reference to a process called "leaching" that allows the character to use magical items to avoid the hit point loss, but leaching is never explained.
 The damage a ghul lord suffers from a manipulation comes from the negative energy the character uses to power the manipulation. It is temporary only insofar as it can be healed by rest or spells—the character does not lose hit points permanently.
 Leaching is a complete mystery to me, but here's a suggestion: Defensive items, such as rings of protection, cloaks or protection, and bracers of defense, can block the damage. Each of an item's plusses stops one point of damage; bracers of defense have one effective plus for each point of armor class improvement they bestow beyond armor class 10, so, for example, bracers of defense AC 4 count as +6 items. A ghul lord carrying several defensive items can choose which one to leach during any particular manipulation. If the manipulation is particularly powerful, the ghul lord can leach multiple items to block all the damage. A leached magical item becomes nonmagical for 1d4 melee rounds no matter how much damage it blocked. Each time an item is leached, it must save vs. magical fire or be destroyed in a wave of negative energy.
Attributes: 2E, Class

Sage Advice #218 p. 97 (June 1995), Question: 2 🔗
Are the weavings used by mageweavers, also from the CSH, like scrolls or like spellbooks? That is, are they consumed when used or are they just another sort of spellbook?
 A mageweaver's spell weavings are like scrolls in that they can be used only once. Unlike scrolls, a spell weaving can be used only by the mageweaver who originally wove it. If the mageweaver loses a spell weaving, he loses the spell it represents. A mageweaver's spellbook is a huge tapestry (or set of tapestries) that contains all the spell patterns that the character knows.Attributes: 2E, Class

Sage Advice #218 p. 97 (June 1995), Question: 3 🔗
Exactly how does a wizard using the Mystic of Nog kit (from the CSH) sacrifice spell levels when maintaining the hands of stone power? I understand that the character must devote one spell level to the power each time he advances a level, but the kit description says that spells have to be expended in whole spell units, you can't spend part of a 3rd-level spell to get a power that costs only one or two spell levels. So, only a 1st level spell slot can be used to maintain hands of stone. What happens to a Mystic of Nog when he gains a level and does not also gain a 1st-level spell slot? Also, the kit description mentions that an ability score can be raised higher than 18 temporarily. How long does the temporary increase last and how does the character pay for it?
 If a Mystic of Nog character doesn't have a 1st-level spell slot available to spend on maintaining the hands of stone power, he can't maintain the power and suffers the consequences (1d6 points of damage to the character every time he uses hands of stone). Players who choose this power for their characters should plan ahead and make sure that sufficient 1st level spell slots are available. If the DM is feeling kind, the PC may use the power at a lower level if the maintenance cost can't be paid. For example, an 8th-level Mystic of Nog inflicts 1d4 +4 hp damage with hands of stone (1d4 + half the character's level, rounded up). If the character advances to 9th level, he could inflict 1d4 + 5 hp damage. If the character cannot maintain the power, the DM might allow him to inflict 1d4 + 4 hp damage with no damage to himself. If the DM was feeling really kind, he might allow the character to delay the maintenance cost for several levels and make up the deficit with a higher level spell slot. For instance, the character from the previous example might not pay any maintenance for his hands of stone power until he reaches, say, 11th level. Under the suggested rule, his hands of stone power still would inflict 1d4 +4 hp damage, but if he sacrificed a 3rd-level spell slot upon reaching 11th level the ability would be properly maintained and would inflict 1d4 + 6 hp damage.
 I recommend that temporarily increasing an ability score above 18 cost five spell levels per point of increase. The spell levels should be taken from the slots the character normally has available for casting spells and are not lost permanently. The increase lasts one day or until the character rests and studies spells again.
Attributes: 2E, Class

Sage Advice #218 p. 97 (June 1995), Question: 4 🔗
The movement rates for a clockwork mage's mechanical devices (from the CSH) seem to be a little short. Why would anyone bother with a device that only moves a couple of inches each round?
 In this case, the term "inches" is an erroneous reference to the original AD&D game, which used scale inches to measure ranges and movement rates. Just substitute "points of movement" for "inches" and everything will be fine. For example, for a cost of 50 gp, a mechanical can be given the ability to walk at a rate of 2. If the clockwork mage wants a mechanical that walks at a rate of 12, the cost is 300 gp.Attributes: 2E, Class

Sage Advice #218 p. 97-98 (June 1995), Question: 5 🔗
Are the two language proficiencies (languages, modern and languages, ancient) affected by the character's Intelligence score? How do you use the Number of Languages column from Table 4 in the PHB, and how does that affect the language proficiencies?
 Most proficiencies require a check against a relevant ability score if the DM decides there is a chance of failure. Speaking a language can require a check against the PC's unmodified Intelligence score (see PHB, Table 37). Deciding whether a proficiency requires a success roll always is a judgment call on the DM's part. In the case of a language, no check is required when native speakers are conversing. If the circumstances are difficult, such as when a non-native speaker first hears an unfamiliar dialect or a character has to do some fast talking in a non-native language, the DM might call for a success roll to determine whether the speaker stumbles over a phrase or otherwise misspeaks. A success roll might also be required when a non-native speaker tries to get vital information out of a native speaker who is excited or distracted (did he say run to the back or the runt is back?).
 The Number of Languages column from Table 4 indicates how many different languages a character can learn. For example, a character with a 12 Intelligence cannot learn more than three different languages.
Attributes: 2E

Sage Advice #218 p. 98 (June 1995), Question: 6 🔗
According to The Book of Artifacts (page 124), a wizard needs a permanency spell and an enchant an item spell to create a permanent magical item. Because the permanency spell is 8th level, a wizard with an Intelligence score of 15 or less cannot learn it (see PHB, Table 4) and cannot make permanent magical items. Is that right? Also, if the wizard were a half-elf, the character would have to have a 19 Intelligence or he could not reach 16th level, which is the first level in which a wizard can learn an 8th level spell. Right? Finally, if the wizard is an abjurer, invoker, or necromancer, the character cannot make permanent magical items because one of the two required spells falls in the character's opposition schools. (Abjurers cannot learn permanency, an alteration; and invokers and necromancers cannot learn enchant an item, an enchantment/charm.)
 You are almost right on all three counts.
 Yes, a wizard needs both an enchant an item and a permanency spell to create a permanent magical item.
 Yes, a wizard must be at least 16th level to learn and cast permanency, which is an 8th-level spell available only to wizards with Intelligence scores of 16 or higher and access to the alteration school. (Enchant an item is a 6th-level enchantment/charm spell, which requires a 12th-level caster with an Intelligence score of 12 or more.)
 Yes, a half-elf wizard needs an Intelligence score of 19 or more to reach 16th level (if the campaign is using the Exceeding Level Limits optional rule).
 But no rule says a character who is creating a magical item has to cast all the required spells himself. The character can get another character to cast the spells for him, read the spells from scrolls, or use a wish to duplicate a spell's effects. Remember that any wizard can read wizard spells from scrolls, even spells from a specialist's opposition schools. (This a special property of magical scrolls and an important exception to the general rule that prevents specialists from employing magical items that produce effects from their opposition schools.) Also, "Sage Advice" suggested last month that it's okay to add enchant an item to the evocation/invocation school. You can use the same logic to put permanency into the evocation/invocation school, too, but that's beginning to stretch things a bit.
Attributes: 2E, Class, Race, Spell, Scroll

Sage Advice #218 p. 98 (June 1995), Question: 7 🔗
One of my players has recently discovered the svirfneblin from the Complete Book of Gnomes and Halflings. The svirfneblin can be accurately described as having incredible powers and virtually no limitations. Is it reasonable to impose the same sort of light penalties on svirfneblin as drow get?
 Sure it is. You might want to give svirfneblin some form of agoraphobia (fear of open spaces) instead. If they don't have a substantial roof over their heads, they suffer a -2 penalty to Dexterity scores and attack rolls, and opponents get a +2 bonus to saving throws when resisting spells cast by the afflicted drow). The PLAYER'S OPTION™: Skills & Powers book offers a more limited selection of powers for svirfneblin player characters (who have let their wanderlust and thirst for adventure interfere with their racial abilities).Attributes: 2E

Sage Advice #218 p. 98 (June 1995), Question: 8 🔗
Where can I find basic game statistics for the various weapons and armor described in Encyclopedia Magica?
 Check out the Arms and Equipment Guide (TSR Product #2123) or the PLAYER'S OPTION: Combat & Tactics book (TSR Product #2149).Attributes: 2E

Sage Advice #218 p. 98 (June 1995), Question: 9 🔗
In a campaign where individual experience point awards are used, can a character get an award for using an spell-like racial ability, such as the drow's dancing lights effect? What about psionic wild talents? Can a character get an individual award for using those?
 If you're talking about experience granted from DMG Table 33: Common Individual Awards, the answer is yes. If the player is clever, it makes no difference exactly what the character did, the character gets the award. For example, if a player with a drow character uses the drow's dancing lights ability to convince a group of monsters that reinforcements are coming, thus making the monsters flee from a situation where the party was in dire peril, then the player is entitled to a reward in the form of a few extra experience points for his character.
 If you're talking about experience granted from DMG Table 34: Individual Class Awards, the answer is no. The character must use a class-specific ability to get the extra experience, not a magical item, proficiency, or racial ability.
Attributes: 2E

Sage Advice #218 p. 98-99 (June 1995), Question: 10 🔗
Does the 6th-level wizard spell invulnerability to magical weapons (from the Complete Wizard's Handbook) also grant immunity to nonmagical weapons (like the 5th-level invulnerability to normal weapons spell in the same book)?
 No, but a wizard can have both spells running at the same time.Attributes: 2E, Spell

Sage Advice #218 p. 99 (June 1995), Question: 11 🔗
Why have the names of some of the planes of existence changed?
 They haven't. What has happened is that the PLANESCAPE™ setting has revealed what beings who actually live on each planes call their planes. The AD&D game has adopted these "true" names in most cases. For example, the plane that people who live on the Prime Material Plane call the Plane of Concordant Opposition is actually called The Outlands by the people who live there. The plane always has been called The Outlands, but until recently very few people on the Prime Material knew that.Attributes: 2E

Sage Advice #218 p. 99-100 (June 1995), Question: 12 🔗
What's the chant, berk? I have compiled a list of about three dozen creatures that are listed on page 128 of the PLANESCAPE™ MC Appendix but that I can't find anywhere.
 Okay, here's your list with the TSR product numbers in which they appear:

 Abyss Ant 2145
 Abyss Bat 2603
 Achaierai Adamantite 2607
 Astral Dragon Astral Dreadnought Azer 2118
 Chronolily 2105
 Diakk 2613
 Fetch 2145
 Fire Minion 9294
 Fire Shadow 2016
 Fire Tail 2105
 Flame Spirit 1050
 Gingwatzim Gk'lok-lok 2105
 Hollyphant 2125
 Khargha 2116
 Kodragon 9292
 Mortai 9294
 Noctral 2613
 Phantom Stalker 2132
 Retriever 2105
 Shocker 2118
 Simpathetic 2118
 Terithran 2132
 Tshala 2132
 Vaporighu 2132
 Wind Walker 2125
 Xag-Ya 2132
 Xeg-Yi 2125
 Zoveri 2118

 Here are the titles that go with the numbers: 1050 Time of the Dragon, 2016 Monster Manual II, 2105 DRAGONLANCE® MC Appendix, 2116 Kara-Tur MC Appendix, 2118 Outer Planes MC Appendix, 2125 FORGOTTEN REALMS® MC Appendix, 2132 FIEND FOLIO® MC Appendix, 2145 MONSTROUS COMPENDIUM® Annual Volume One, 2603 Planes of Chaos, 2607 Planes of Law, 2613 PLANESCAPE MC Appendix II, 9292 GREYHAWK® Ruins, 9294 Dragon's Rest. Some creatures are included in more than one product; in these cases I have included only the most recent listing.
Attributes: 2E

Sage Advice #218 p. 100 (June 1995), Question: 13 🔗
How many hit dice does a lich have? I find the hit dice listings for the various types of liches in the RAVENLOFT™ setting very confusing.
 If the lich was a spellcaster in life, it has 11 hit dice, plus one point for each character level it has beyond 11th. For example, an 18th level lich has 11 + 7 hit dice. If the lich was a psionicist, it has 9 hit dice, plus one point for each level beyond 9.Attributes: 2E

Sage Advice #218 p. 100 (June 1995), Question: 14 🔗
The item description for a vorpal blade says the sword can sever the head of a larger-than-man-sized opponent on a modified roll of 21-23. Now, in the MONSTROUS MANUAL™ tome there is a size category for creatures called "larger than man-sized," covering creatures 7'-12' tall. The players in my game were very annoyed when I ruled that their vorpal blade could not sever the heads of huge or gargantuan opponents such as dragons. My players argue that the sword can sever any creature's head, and that the number to sever the head of any creature larger than a man is 21-23. I contend that the sword can't sever the heads of creatures more than 12' tall. I don't think that a 3' sword ought to be able to slice the head off a creature with a neck 10' thick.
 Technically, your players are right. The phrase "larger than man-sized" in the item description refers to any creature bigger than a normal human, not just size Large creatures. This kind of usage is common throughout the game. For example, most weapons have two damage ratings, one for small or man-sized opponents and one for larger opponents. In this case, "small or man-sized" refers to size Tiny, Small, and Man-sized creatures; "larger" refers to size Large, Huge, and Gargantuan creatures.
 Nevertheless, you are free to employ whatever house rules you think are reasonable. For example, if one reads the rules literally, a character armed with a vorpal blade and standing in a pit could behead a storm giant standing on the floor outside the pit—even if all the character could reach was the giant's big toe. Does that seem silly or illogical? I think so. On the other hand, magic does not have to be reasonable or logical.
 Magic is fantastic and can bring about all kinds of effects without any logical physical causes—a spell that can turn a griffon into a goldfish isn't at all logical. It may be that when a vorpal blade severs a neck there is a brilliant magical flash and a cloud of smoke. When the smoke clears, there's the opponent's head lying on the ground; the sword might not even be bloodstained. And there's nothing wrong with that if that is the kind of game you want to run.
 I suggest, however, that you allow vorpal blades to sever any opponent's neck only when there is a reasonable chance that a blow from the sword could touch the opponent's neck at some time during the melee round. For example, if a character hacks at the tip of a sleeping dragon's tail, the creature's head is many feet away, and there is no chance to sever its neck. On the other hand, if the dragon is trying to bite the character wielding the vorpal blade its neck is within reach at least some of the time. Remember that combat in the AD&D game is abstract; a vorpal blade doesn't necessarily cleave off a creature's head in a single blow. The character might strike the target's neck several times during the course of the round. Or perhaps the sword does strike off a head with a single swipe—there's nothing that says that a vorpal blade can't temporarily grow to an enormous length to get the job done or that it can't emit a plane of magical force that does the really heavy duty cutting.
Attributes: 2E

Sage Advice #219, July 1995

This month, "Sage Advice" explores various optional rules for the AD&D® game.

Sage Advice #219 p. 81 (July 1995), Question: 1 🔗
The Player's Handbook says that priests must have Wisdom scores of at least 9. If this is so, why does Table 5 show spell failure chances for scores lower than that?
 For several reasons. The most important one is that the priest's Wisdom requirement applies only to new characters. That is, a character must have a Wisdom score of at least 9 to become a priest when initially created, but the character doesn't stop being a priest if some misfortune later lowers his Wisdom to 8 or less.Attributes: 2E, Class

Sage Advice #219 p. 81 (July 1995), Question: 2 🔗
Do spell level limits for Intelligence and Wisdom apply to spells cast from scrolls? For example, can a priest with a Wisdom score of 15 cast a 7th-level priest spell from a scroll? Could a wizard with a 15 Intelligence cast a 9th-level wizard spell from a scroll?
 A scroll is essentially a precast spell waiting for someone to come along and trigger it. A character who can read a spell scroll can use the spells on it without regard to any other restrictions. Both player characters (PCs) in the example could use the spells on the scrolls. Of course, the priest cannot read the wizard scroll and vice versa.Attributes: 2E, Scroll

Sage Advice #219 p. 81 (July 1995), Question: 3 🔗
Should the damage a giant's weapon inflicts be adjusted for the opponent's size? For example, a hill giant's club inflicts 2d6 + 7 hp damage and a fire giant's two-handed sword inflicts 2d10 + 10 hp damage. If the opponent was larger than man-sized would the damage become 2d3 + 7 for the hill giant and 6d6 + 10 for the fire giant?
 No. A giant rolling extra damage dice for an oversized weapon always uses the weapon's man-sized damage rating as the base.Attributes: 2E

Sage Advice #219 p. 81 (July 1995), Question: 4 🔗
The Complete Book of Humanoids allows some pretty large creatures to become thieves (voadkyns, minotaurs, and hornhead saurials). Can these creatures backstab man-sized opponents? What weapons can they use when backstabbing? Are there any penalties when they move silently or hide in shadows?
 Humanoid thieves certainly can backstab man-sized opponents, but some restrictions apply. Being smaller than an opponent can interfere with backstabbing because the thief can't always reach a vital area; this is seldom a problem if the thief is bigger than the opponent. Like any other thief, a humanoid thief must weild a melee weapon from the thief weapon list (club, dagger, knife, broad sword, long sword, short sword, or staff) when backstabbing.
 Table 14 from the Complete Book of Humanoids gives racial adjustments for all thief skills. Most of the larger races have no modifiers to the move silently ability, and several actually get bonuses to the hide in shadows ability—thief abilities are the products of skill and training, not size. However, large creatures's size might be a handicap in some situations. For example, a minotaur might have a hard time moving silently through a forest where its head brushes against overhanging branches. The DM must handle these situations on a case-by-case basis.
Attributes: 2E, Class

Sage Advice #219 p. 81 (July 1995), Question: 5 🔗
The psionic science Disintegrate affects creatures if they fail their saving throws vs. death magic. Does this mean creatures that are immune to death magic are also immune to this power?
 No. In this case, the term "death magic" simply indicates which column on the saving throw chart to use. It doesn't mean that there is any magic that causes death involved.Attributes: 2E

Sage Advice #219 p. 81 (July 1995), Question: 6 🔗
Does immunity to magical charms also make a creature immune to psionic charm effects?
 Yes. Most forms of telepathic control, such as Domination, function as magical charms with regard to creatures with special immunities.Attributes: 2E, Charm

Sage Advice #219 p. 81 (July 1995), Question: 7 🔗
Your answer to the question about elven archers in issue #215 was helpful, but I have a few more questions. The rules say that the elven archer can choose only long sword, short sword, and dagger as melee weapons at the start. Does the - 1 attack penalty apply to these weapons? Does the - 1 attack penalty apply to these weapons if they are not chosen until later in the archer's career (such as at 3rd level when the PC gains another weapon proficiency)? The rules also say that elven archers don't get attack bonuses when using melee weapons. Does this include bonuses from magical weapons? Artifact weapons? Weapons of quality? Do archers get damage bonuses from high Strength scores or magic? Can an archer specialize in a melee weapon to get the extra attacks and maybe the damage bonus?
 Reading the kit description strictly, I'm inclined to suggest that an elven archer suffers a - 1 attack penalty with any melee weapon he chooses as part of his initial weapon selection, which is limited to the three weapons listed above. Attack bonuses from a high Strength score are not negated, but the - 1 penalty applies. Damage bonuses of any kind are never affected. So an archer with a Strength score of 18/51 wielding a long sword has a + 2 attack bonus and a + 3 damage bonus. (The PC gains + 1 for an elf attacking with a sword, a + 2 attack bonus for Strength, and the - 1 attack penalty for an archer using a melee weapon; the PC also gains the standard + 3 damage bonus due to his Strength).
 When using any melee weapon other than a long sword, short sword, or dagger, an archer loses all attack bonuses from Strength and race, but the general - 1 penalty does not, apply. An archer gets the full benefit of any attack bonuses from other sources, such as magic.
 Archers cannot specialize in melee weapons.
Attributes: 2E, Class

Sage Advice #219 p. 81-82 (July 1995), Question: 8 🔗
If a lich polymorphs into a living creature, can he still be turned?
 Yes. A polymorph self spell doesn't change the user's basic nature. The polymorphed lich also retains his paralyzing touch and fear aura.Attributes: 2E, Turn Undead

Sage Advice #219 p. 82 (July 1995), Question: 9 🔗
The Complete Paladin's Handbook says that a paladin can't be dual-classed with any of the warrior classes. Doesn't the Player's Handbook say that humans can assume any number of classes as long as they meet the requirements?
 The Player's Handbook did say something of the sort once, but not anymore. Page 62 of the current printing limits dual-classed PCs to four classes, one from each character group. Because the paladin class is part of the warrior group, a dual-classed paladin cannot choose another class from that group.
 Standard paladins are not obligated to wear armor, and could become dual-classed paladin/wizards. Paladin kits from the Complete Paladin's Handbook that do require armor (the wyrmslayer for example) cannot become dual-classed paladin/wizards.
Attributes: 2E, Class, Dual-class within group

Sage Advice #219 p. 82 (July 1995), Question: 10 🔗
Suppose a human character becomes dual-classed and becomes proficient with a weapon that he also was proficient with in the old class. Is the character now considered a specialist because he has learned the proficiency twice?
 No. To specialize in a weapon, a character must be a member of a class that allows specialization (which is available only to fighters in the core AD&D® game rules) and spend the necessary proficiencies from that class's allotment of weapon proficiencies.Attributes: 2E, Class

Sage Advice #219 p. 82 (July 1995), Question: 11 🔗
Characters can get bonus proficiencies from a high Intelligence score. Do characters who become dual-classed get those bonus proficiencies again because they are starting their careers over?
 No.Attributes: 2E, Class

Sage Advice #219 p. 82 (July 1995), Question: 12 🔗
Characters can improve their nonweapon proficiencies by spending extra slots on them. Could a character get an attack bonus by spending an extra slot on the blind-fighting proficiency?
 No. Spending an extra slot on a proficiency improves the character's score with that proficiency. Blind-fighting has no score, so it cannot be improved by spending extra slots.Attributes: 2E

Sage Advice #219 p. 82 (July 1995), Question: 13 🔗
Can a character specialize in hurled missiles such as daggers, hand axes, or javelins? If so, would the character get the melee weapon bonus (+1 attack, +2 damage) or the bow bonus (+2 attack at point blank range)? If an ambidextrous thrown dagger specialist uses both hands to hurl daggers, what are his rate of fire and combat modifiers?
 Characters certainly can specialize in hand-hurled missiles. Such PCs gain the rates of fire shown on table 35 of the PHB. These specialists gain no attack bonuses; the only thing they get is the improved rate of fire.
 A PC hurling missiles is already assumed to be using both hands somehow; the other hand might be extended for balance, or might hold extra missiles, or what have you. The character can use a shield while hurling a missile (or perhaps hold onto a rope or other support), but that's all.
Attributes: 2E

Sage Advice #219 p. 82 (July 1995), Question: 14 🔗
Can a character use a decanter of endless water in geyser mode for underwater propulsion? What would his movement rate be? Would an ability check be required to maneuver?
 Sure, a decanter of endless water produces enough pressure in geyser mode to knock the user over, so it should be able to push somebody along under the right conditions. I'd suggest a speed of about 6 for any frictionless or zero gravity setting. You might want to reduce the speed slightly for huge and gargantuan creatures, say 3. And you might want to give tiny creatures a little extra speed, say 9.
 I wouldn't recommend an ability check for maneuvering—just treat the creature as a flier with a poor maneuverability class, say D. You might want to require an initial Wisdom check to see if the creature actually starts moving or just falls down or drops the decanter. (An unattended decanter of endless water in geyser mode might skitter along at a speed of 15 to 18, depending on the surface it's moving across.)
Attributes: 2E

Sage Advice #219 p. 82 (July 1995), Question: 15 🔗
Just how extensive and powerful is the magnetism power of the turquoise version of chromatic orb spell (from the Complete Wizard's Handbook? How close does a metal object have to be to a piece of magnetized metal to be drawn to it? If an orb were cast at a wall of iron, would the entire wall become magnetized?
 According to the spell description, the magnetism has a range of three feet. Only ferrous metals (metals containing iron) can become magnetized or become stuck to magnetized metal. If a turquoise orb is cast at a wall of iron, only a roughly man-sized area of the wall becomes magnetized (a section about four feet in diameter and up to a foot thick).
 Although the spell description implies that magnetized objects that become stuck together cannot be separated until the spell expires or is dispelled, I suggest you allow a PC to pry them apart with a successful open doors roll. PCs in magnetized armor cannot attack without making a successful open doors roll each round and suffer the standard + 6 initiative penalty for fighting in an alien environment (see PHB, Table 55).
Attributes: 2E, Spell

Sage Advice #220, August 1995

This month, "Sage Advice" looks at magic and optional rules in the AD&D® game. Unless otherwise stated, page references are for AD&D game rulebooks printed after April, 1995.

Sage Advice #220 p. 86 (August 1995), Question: 1 🔗
Is it possible to cast spells through a restricted space, such as an arrow slit or peephole?
 According to Chapter 7 of the Player's Handbook (page 117), a spell can be cast through a restricted space only if the space is large enough to allow the caster to see the target and large enough to let the spell effect through at the same time. Arrow slits generally are sufficiently large for spellcasting, but peepholes usually are not. Also, remember that a spellcaster must have both arms free. A wizard with his eye stuck up against a peephole is in no position to cast any spells at all. Even a very large peephole probably wouldn't allow a character to simultaneously complete a spell and keep a target in sight unless the target was right behind the peephole.Attributes: 2E, Spell

Sage Advice #220 p. 86 (August 1995), Question: 2 🔗
After a disastrous encounter in my campaign several PCs and their faerie dragon companion lay dead. The group's cleric used raise dead spells to revive the slain characters, but I didn't allow them to raise the faerie dragon. Was I right? Is there any way to raise a dead faerie dragon?
 A raise dead spell won't help a faerie dragon unless the DM says so. The spell description limits the effect to dwarves, gnomes, half-elves, humans, and other creatures at the DM's option. The general intent behind the spell, however, is to limit raise dead to humans and demihumans. The only time it would be wise to extend the effect beyond that would be for campaigns that have major PC races that are not humanoid (such as the bariaur from the PLANESCAPE™ setting).
 However, several spells or items could revive your dead faerie dragon. The 7th level resurrection spell works on any living creature. A rod of resurrection could work on a faerie dragon if the DM allows; I recommend an expenditure of seven charges, the same as would be needed for an elf wizard. Of course, a wish would bring back the faerie dragon, too.
Attributes: 2E, Spell

Sage Advice #220 p. 86 (August 1995), Question: 3 🔗
How much damage would a wall of stone spell inflict if it was cast horizontally over a creature so that it would fall and crush it? I've always thought that wall of stone could not be used this way, but Elminster did it in a novel. Was that just for the book, or can it be done in the game?
 According to the spell description, a wall of stone must merge with and be solidly supported by existing stone. So, no, it cannot be created in thin air so that it drops onto an opponent. Perhaps Elminster has researched his own version of the spell specifically for this purpose. If a character manages to make a wall of stone fall on top of a creature (perhaps with judicious use of a transmute rock to mud or disintegrate spell), I'd suggest treating it like a wall of iron spell—creatures of up to size Large are killed unless they make a saving throw vs. death magic, and Huge and Gargantuan creatures are unaffected.Attributes: 2E, Spell

Sage Advice #220 p. 86 (August 1995), Question: 4 🔗
Elven huntsmen (from The Complete Book of Elves, page 92) are supposed to suffer a smaller penalty to tracking attempts than other non-rangers do, but the kit description doesn't say what their reduced penalty is.
 I suggest a -3 to the proficiency score rather than the standard -6.Attributes: 2E

Sage Advice #220 p. 86 (August 1995), Question: 5 🔗
The Complete Book of Necromancers says that wizards get a x 1.5 bonus when calculating their chances to become wild talents. The Complete Psionics Handbook, however, says wizards, priests, and non-humans get a penalty of x.5 when rolling for wild talents, which is correct?
 The text and example on page 27 of the The Complete Book of Necromancers is incorrect. Wizards suffer a 50% penalty (x.5 multiplier) to their chances for gaining psionic wild talents.Attributes: 2E, Class

Sage Advice #220 p. 86 (August 1995), Question: 6 🔗
Appendices 2 and 3 from The Complete Book of Necromancers list the spell detect life as both a 2nd-level wizard spell and a 1st-level priest spell. Only the wizard version is listed in the CBN's spell index.
 The detect life spell is included in The Complete Wizard's Handbook (page 98). Priestly necromancers can use it as a 1st-level spell. Other than its level, the priest version has the same statistics as given in the CWH.Attributes: 2E, Spell

Sage Advice #220 p. 86 (August 1995), Question: 7 🔗
Would gloves of missile snaring stop a magic missile spell?
 No. Gloves of missile snaring have no effect on spell attacks, even missile-like spells such as magic missile and Melf's minute meteors.Attributes: 2E, Spell

Sage Advice #220 p. 86 (August 1995), Question: 8 🔗
Do intelligent weapons actually contain a person's mind? If so, could a magic jar spell be used to transfer the mind from the weapon to a body?
 According to the Book of Artifacts, page 128, an intelligent magical item can be created only if the character enchanting it is willing to transfer his own life force into the item. The process, however, destroys the character's psyche and imbues the item with intelligence and at least a smidgen of the original character's personality. The item and the mind cannot be separated thereafter without destroying them both.Attributes: 2E, Spell

Sage Advice #220 p. 86+88 (August 1995), Question: 9 🔗
Some time ago, one of my characters was killed and turned into a vampire by Strahd. More recently, my group was adventuring in Sigil and my character decided to join the Dustmen. Now, the Dustmen have a truce with the undead, and no undead will harm my character or any other member of the Dustmen. If my group returns to Castle Ravenloft and encounters my old character, can my new character protect my companions form my old character, say by jumping in the vampire's way so as to block a blow?
 Your character would be attacked. The dead truce makes undead ignore Dustmen only so long as they are neutral to any undead they meet. If a Dustman interferes with an undead creature in any way, by spoiling attacks, stealing treasure, trespassing where they don't belong, or anything else that the creature regards as hostile, the truce is broken and the undead can attack. Also, it would be entirely reasonable for the DM to rule that undead in Ravenloft don't observe the truce. Darklords such as Strahd and creatures under his direct control certainly don't.Attributes: 2E

Sage Advice #220 p. 88 (August 1995), Question: 10 🔗
The description for the psionic power Empower says that a character must be 10th level to learn it. However, a psionicist doesn't gain a new science at 10th level, but he does gain a new one at both 9th and 11th levels. At what level can a psionicist use this power?
 A psionicist must be at least 10th level to know the Empower science. As you point out, psionicists don't normally gain new sciences when reaching 10th level, so most of them have to wait until they reach 11th level to learn the Empower science. The DM might allow a psionicist to leave the science she gains at 9th level open so the slot is available at 10th level for Empower.Attributes: 2E

Sage Advice #220 p. 88 (August 1995), Question: 11 🔗
The Complete Psionics Handbook says a psionic item's Intelligence score is equal to its creator's Intelligence -1d6. Does this mean that a psionic item is limited to using only those powers that use Intelligence as a base power score?
 A psionic item's Intelligence score is used in conjunction with Table 113 from the DUNGEON MASTER® Guide, which determines the item's basic ability to communicate. The item's Intelligence score also is used to determine its personality score in the event that a conflict arises between it and its owner, as described in Appendix 3 of the DMG. An item's power score is not based on its Intelligence, and psionic items are not limited to Intelligence-based powers.
 A psionicist who creates a psionic item can empower it with any psionic power he knows. If the attempt to empower the item succeeds, the item's power score is always two points less than the character's power score for the ability in question (see page 94 of The Complete Psionics Handbook).
Attributes: 2E

Sage Advice #220 p. 88 (August 1995), Question: 12 🔗
Can psionic items use the Life Draining science or Lend Health devotion? Since items don't have hit points, how would these powers work? Could a psionic item use the Absorb Disease devotion even through is has no "body" to pull the disease into? What about purely mental diseases? If an item could absorb a disease, what would the effect on the item be? The Switch Personality science causes the bodies that receive new personalities to degenerate, causing a loss of Constitution. What happens to a psionic item that uses this power?
 In every case where an item produces a psionic effect that is harmful to the user, such as loss of hit points, a disease, an ability score reduction, or the like, the loss is inflicted on the character using the item, not on the item. If the item is acting independently, it cannot use such powers. In the case of Switch Personality, the personality of the item's user switches with the subject's and both bodies lose Constitution normally. Likewise, hit points gained by Life Draining are transferred to the item's user. Hit points lent by Lend Health are drained from item's user. A character who uses a psionic item to absorb a disease gets the disease himself.Attributes: 2E

Sage Advice #220 p. 88 (August 1995), Question: 13 🔗
Just how quickly does a psionic item regain PSPs?
 Psionic items always regain PSPs at the resting rate, six points an hour under the CPH rules or one eighth of their total PSPs each hour under the revised rules from the PLAYER'S OPTION™: Skills & Powers book.Attributes: 2E

Sage Advice #220 p. 88 (August 1995), Question: 14 🔗
Does a ring of wizardry double the number of spells a specialist wizard gets?
 Yes, but the specialist's bonus spells are not doubled. For example, a 5th-level wizard can memorize four 1st-level spells each day. If the character was a transmuter, the daily limit would be four 1st-level spells plus an extra alteration spell. A ring of wizardry that doubled 1st-level spells would give the character nine 1st-level spells, eight (4×2) plus an extra alteration spell.Attributes: 2E, Class

Sage Advice #220 p. 88 (August 1995), Question: 15 🔗
The hallucinatory forest spell creates a forest that looks real to anyone but a druid. What does the forest look like? What would a druid see? Would a person who believed the forest see a druid walking right through tree trunks? What happens to characters who actually see the spell being cast? What effect would a fireball have on the forest and vice versa?
 A hallucinatory forest looks just like a real forest, right down to the layer of last year's leaves or pine needles on the ground. The plants in a hallucinatory forest are appropriate for the prevailing terrain and climate, or the closest plausible type where no forest could normally grow. For example, a hallucinatory forest at the north pole would contain some kind of pine trees.
 Exactly what a druid sees when looking at a hallucinatory forest is up to the DM. I suggest that a druid either sees what everybody else sees but knows it's a fake (something like walking through a museum forest exhibit with artificial trees in it) or sees the actual terrain with a ghost image of a forest superimposed over it. Pick one and stick with it. In either case, a druid can walk through the forest at whatever Movement Rate the actual terrain allows. Other characters see the druid zipping through the trees and undergrowth at a phenomenal rate, but they don't see the druid doing anything that would suggest the forest isn't real—such as walking right through a tree.
 PCs who see this spell being cast believe that a real forest has sprung up. If they are not druids, centaurs, or other denizens of the woodlands, they can't disbelieve the effect, even if a woodland creature tells them what is really going on.
 Spell effects appear to work normally within a hallucinatory forest. A fireball expands to its normal size and blasts everything inside its radius. If the weather is dry enough, a fireball might even appear to set the hallucinatory forest on fire. A dispel magic from any character, even one who has been completely fooled by the spell, has the normal chance to end the spell.
Attributes: 2E, Spell, Dispel Magic

Sage Advice #220 p. 88 (August 1995), Question: 16 🔗
Which method should be used when calculating a demihuman thief's chance for surprise? The racial surprise chance or the thief move silently chance?
 Use the method that gives the thief the best chance to achieve surprise, which almost always will be the racial chance. A successful attempt to move silently does not automatically result in surprise for the other party, just a -2 modifier for a silent opponent. This is not cumulative with racial modifiers for surprise because they already assume fairly quiet movement on the character's part.Attributes: 2E, Class

Sage Advice #220 p. 88 (August 1995), Question: 17 🔗
Can a teleport or dimension door spell be used to bypass an Otiluke's resilient sphere? Would a project image spell function for a wizard encased in the sphere if the image was outside the sphere? Would the wizard be able to cast spells through the image?
 Teleportation is subject to all kinds of restrictions according to local conditions, and an Otiluke's resilient sphere certainly could be one such condition. However, I recommend that you do allow character's to teleport into or out of Otiluke's resilient spheres. The former is possible only if there is sufficient space inside the sphere to hold the teleporting creature. Also, it is far more reasonable to disallow teleporting through an Otiluke's telekinetic sphere, which is a much more powerful spell.
 The channel between a character and a projected image is broken by anything that blocks the character's sight or that prevents the character from casting a spell into the location where the image is. This includes barriers such as walls of force and the two Otiluke's sphere spells.
Attributes: 2E, Spell

Sage Advice #221, September 1995

This month, "Sage Advice" considers armor for rogues, samovars, and a few magical mysteries. Unless otherwise stated, page references are for AD&D® game rulebooks printed after April, 1995.

Sage Advice #221 p. 100 (September 1995), Question: 1 🔗
The footnote to Table 29: Thieving Skill Armor Adjustments in the PHB says that bards (only) suffer an additional -5% penalty when wearing non-elven chain mail. Does this mean that a bard in normal chain mail suffers a -5% penalty to his read languages ability? What about other types of armor allowed to bards, such as hide or ring mail?
 A rogue's read languages ability is never affected by the armor the player character (PC) is wearing. For bards, I suggest amending table 29 to read as follows:
None Elven
Chain
Padded,
Hide,
Studded
Chain,
Ring
Pick Pockets +5% -20% -30% -25%
Open Locks -5% -10% -10%
Find/Remove Traps -5% -10% -10%
Move Silently +10% -10% -20% -15%
Hide in Shadows +5% -10% -20% -15%
Detect Noise -5% -10% -10%
Climb Walls +10% -20% -30% -25%
Read Languages

 In the core AD&D rules, thieves are limited to the armor types shown on the original table (PHB, page 56).
Comment: The Complete Bard's Handbook only have a 5% penalty for Detect Noise using Hide Armor, making Hide Armor better objectively better than both Padded and Studded leather in every way.Attributes: 2E, Class

Sage Advice #221 p. 100 (September 1995), Question: 2 🔗
What are the effects of armor on a ranger's ability to move silently and hide in shadows?
 You can use the table given in the last question for rangers, too. Armor heavier than chain mail (AC 5) prevents the ranger from using these skills. Note that this is a change for the text on page 40 in the PHB. If you own a copy of the The Complete Ranger's Handbook, use the tables on page 11 instead of the one given here.Comment: The Complete Ranger's Handbook have completely different stats for Hide Armor and Chain Mail. The stats used for Rangers are the same as those given in The Complete Thief's Handbook about illegal armor, as Rangers generally are not allowed to use such heavy armor and still use their abilities.Attributes: 2E, Class

Sage Advice #221 p. 100 (September 1995), Question: 3 🔗
Are armor adjustments to thief skills different if the armor is magical. That is, does a character wearing studded leather +2 have a lower penalty?
 No, only the armor type counts.Attributes: 2E

Sage Advice #221 p. 100 (September 1995), Question: 4 🔗
Is it true that druids can wear only leather armor?
 The text on page 51 of the PHB certainly implies that leather armor and wooden shields are the only kinds of armor a druid can use. A druid, however, can use any "natural" armor, which includes padded, leather, or hide armor. Likewise, a druid can use any shield made from wood, bone, shell, or similar nonmetal substance.Attributes: 2E, Class

Sage Advice #221 p. 100 (September 1995), Question: 5 🔗
Why does magic resistance work against a defensive spell such as protection from evil when it doesn't work against a defensive spell such as stoneskin?
 As "Sage Advice" (and the article on magic resistance in issue #218) has explained before, magic resistance applies only when the creature with magic resistance is directly affected by the spell. A spell such as stoneskin, which protects the recipient from physical attacks, is never subject to magic resistance. Protection from evil is sometimes subject to magic resistance. Only when the spell's third effect (which forms a barrier against planar and conjured creatures and forces such creatures to recoil) comes into play does magic resistance have any affect on the spell. The spell's other two effects, which make the spell's recipient harder to hurt, are not subject to magic resistance (though if a magic resistence roll suceeds against the the third effect the whole spell collapses). For example, a leprechaun has a formidable magic resistance, but because a leprechaun is not hedged out by the spell (because it is not a conjured or planar creature), its magic resistance does not affect protection from evil spells.Attributes: 2E, Spell, Stoneskin

Sage Advice #221 p. 100 (September 1995), Question: 6 🔗
When a wizard with the jackal kit (from The Complete Sha'ir's Handbook) tries to steal spells from another wizard, the attempt has a pretty good chance to be noticed—all the victim has to do is pass an Intelligence check (and wizards tend to have high Intelligence scores). Does a wizard who has detected spells being stolen automatically know who the jackal is? How often can a jackal steal spells?
 Judging from the kit description, I suggest that a wizard who detects a jackal's spell theft can look at the jackal and know that character has stolen spells. This ability should last as long as the jackal is actually stealing spells and for one round thereafter per level of the victim. For example, an 11th-level victim could recognize a jackal who stole his spells for as long as the spell stealing went on and for 11 rounds thereafter. The wizard can study one other character each round when attempting to detect a jackal who has stolen his spells. Spell stealing requires concentration, which probably makes a jackal stand out in a crowd. Also, a jackal might notice when a victim begins searching. In any case, it is not necessary for a victim to know who the jackal is before attempting to overload the jackal (see CSH, page 63).
 A jackal can steal spells as often as necessary to get his daily allotment of spells, but he can only drain spells from any particular individual once a day.
Attributes: 2E, Class

Sage Advice #221 p. 100 (September 1995), Question: 7 🔗
Is it possible for a wizard or priest to begin casting a spell, but then stop at the last phrase or gesture and finish the spell at a more opportune time?
 No. Once a spell is begun, any delay or interruption ruins the spell.Attributes: 2E, Spell

Sage Advice #221 p. 100 (September 1995), Question: 8 🔗
What is the purpose of a weapon's speed factor? How is it used in play?
 In the core AD&D game, weapon speed factors are used with the optional group initiative and optional individual initiative rules (see Chapter 9 in the PHB and table 56). In the PLAYER'S OPTION:™ Combat & Tactics rulebook, a weapon's speed factor determines the base initiative phase for a PC attacking with the weapon.Attributes: 2E

Sage Advice #221 p. 101 (September 1995), Question: 9 🔗
I play the AL-QADIM® setting and I would like to know what a samovar is. Is this piece of equipment is listed anywhere?
 A samovar is a device for serving tea. It consists of a big metal urn fitted with a spigot and filled with boiling water. A tube of burning charcoal in the center of the urn keeps the water hot and ready to make tea anytime. Some versions of the device have a place to keep a pot of strong tea on top of the urn. When someone wants tea, all he has to do is put a little tea in a cup and fill it the rest of the way with water from the urn. In Zakhara, a samovar might very well be used this way to serve coffee.
 Samovars are listed under the Miscellaneous Equipment heading on page 89 of Arabian Adventures.
Attributes: 2E

Sage Advice #221 p. 101 (September 1995), Question: 10 🔗
What kind of elemental spells can the wizards who use the various kits in Chapter 2 of The Complete Sha'ir's Handbook cast? Can a Zakharan sorcerer, elementalist, or sha'ir use one of these kits?
 I don't recommend that you allow sorcerers, elementalists, or sha'irs to use the kits presented in the CSH because if you did you'd have player characters using two kits. I suggest that you allow PCs with these kits access to any two elemental provinces, like sorcerers. Unlike sorcerers, these wizards do not gain the 20% bonus to learn their elemental spells.Attributes: 2E, Class

Sage Advice #221 p. 101 (September 1995), Question: 11 🔗
Is there any official ruling on firearms in PLANESCAPE™ campaigns?
 No. If the Dungeon Master (DM) and players want firearms in a PLANESCAPE campaign, then go for it (you'll find the updated firearms rules in the recently released PLAYER'S OPTION: Combat & Tactics book quite helpful if you choose this option). That said, however, I heartily recommend that gunpowder be unavailable or inert on the planes. PCs who wish to use firearms have to charge their weapons with magical smoke powder. Note that smoke powder is a magical item that involves both fire and evocation magic, and it is prone to mishaps when taken into locales where those two forms of magic are altered. It's also a very good bet that the Lady of Pain does not allow firearms in Sigil.Attributes: 2E

Sage Advice #221 p. 101 (September 1995), Question: 12 🔗
What happens to wild mages who cast spells in wild magic zones?
 Wild mages have no special ability to control or compensate for wild magic areas. The DM might consider ignoring the modifier for the spell's level (see FORGOTTEN REALMS® Adventures, page 10, or Tome of Magic, page 6) if the wild mage casts a wild magic spell.Attributes: 2E, Class

Sage Advice #221 p. 101 (September 1995), Question: 13 🔗
Say a 7th-level human fighter is slain and then receives a reincarnate spell from a wizard. The wizard rolls the dice and the result is a half-elf: will the character still be a 7th-level fighter? If the wizard is wearing a stone of good luck can she use it to affect the roll?
 When a PC is reincarnated, the DM is free to assign whatever character class seems appropriate for the new form. For many forms, such as normal animals, no class is appropriate. If the new form is a PC race that normally could achieve the PC's former class and level, the DM should allow the character to retain that class and level unless there is a very good reason to do otherwise. The Complete Book of Humanoids can be very helpful in deciding what kinds of character classes various creatures can aspire to.
 A stone of good luck helps the wearer, not creatures who receive the wearer's spells. If the PC in your example were wearing the stone of good luck, he could use the stone's power to affect the spell's result.
Attributes: 2E, Spell

Sage Advice #222, October 1995

This month, the sage armors up and takes a crack at question about the new PLAYER's OPTION™: Combat and Tactics book. All page references are for the Combat and Tactics book (C&T).

Sage Advice #222 p. 35 (October 1995), Question: 1 🔗
The various attack options listed in Chapter 2 don't allow penalties or bonuses based upon the sizes of the combatants. Is it really as easy to block the club of a halfling as it is to block a giant's club? Could a pixie character disarm an ogre? Given the emphasis C&T has placed upon size, this rather surprised me. Shouldn't the opposed roll of the attacker be penalized/increased by +4 or so per size difference? Say a human fighter is attempting to block an attack from another human fighter, the former must make an attack roll against AC 4. Say this same fighter attempts to block the attack of an ogre, shouldn't this be penalized, say to roll against AC 0? Against a giant, perhaps against AC -4? Why were such penalties applied toward overbearing and tripping but not the rest?
 The attack options you seem to be asking about (block, disarm, grab, and trap) are more a matter of skill and timing than brute strength. If you don't like the idea of a pixie blocking a giant's weapon, apply a -2 modifier to the acting character's roll for each size difference. For example, a pixie trying to disarm a giant would have to win an opposed roll against AC 0 with a penalty of -8 while the giant rolls to hit armor class 4 with no modifier.Attributes: 2E

Sage Advice #222 p. 35 (October 1995), Question: 2 🔗
What are the statistics for shield punches and shield rushes? They seem to be missing from Chapter 7.
 They are missing from Chapter 7. Here is the missing material:
Shield Punch
Shield Size Speed Melee
Reach
Damage Knockdown
Small S Fa (2) 1 1d3 d6
Medium M Av (6) 1 1d4 d8
Large L Sl (8) 1 1d6 d10

Shield Rush
Shield Size Speed Melee
Reach
Damage Knockdown**
Small S Base* 1 1d3 0
Medium M Base* 1 1d4 +1
Large L Base* 1 1d6 +3

 * A shield rush is performed in the attacker's base initiative phase.

 ** The bonus is used during the opposed Strength check that takes place if the attack hits (see Chapter 2, page 46). If the character's Strength check succeeds, add the listed number to the roll before the two rolls are compared. For example, Rikard uses his large shield to rush Jon. Rikard's Strength score is 16 and Jon's is 17. If Rikard hits, there is an opposed Strength roll to see if a knockdown occurs. Rikard rolls an 8, a success; Jon rolls a 10, also a success. Normally Jon would win the roll because he succeeded with a roll higher than his opponents. Rikard's large shield, however, gives him a +3 to his check, so his roll is effectively an 11, which is high enough to win. Note that if Rikard had rolled a 16, he still would have succeeded with his Strength check and his effective score would be a 19 for purposes of resolving the opposed Strength check. If Rikard had rolled a 17 or higher, he would have failed his Strength check and would have fallen down himself.
Comment: The missing table was added in the 2nd printing of C&TAttributes: 2E

Sage Advice #222 p. 35 (October 1995), Question: 3 🔗
Shouldn't the light and medium lances inflict double damage if used from a charging mount? What happens if a rider scores a critical hit when charging with a lance?
 Yes, footnote "m" (page 133) applies to all the lances listed on the master weapons table in Chapter 7. The rider must be using stirrups to get the extra damage.
 In all cases where a weapon that is inflicting multiplied damage (a lance from a charging mount, a thief's backstab, a "slayer" sword, etc.), add only one extra damage die (or group of damage dice if the weapon's base damage is more than one die). For example, a warrior charging a giant with a light lance inflicts 3d8 hp damage on a critical hit, not 4d8. Note that if the critical is severe enough (triple damage), two dice are added.
Attributes: 2E

Sage Advice #222 p. 35 (October 1995), Question: 4 🔗
Don't lanterns weigh more than 1/10th of a pound?
 Yes. A lantern weighs two or three pounds depending on the type. A lantern should be marked with footnote "d" instead of an asterisk.Comment: Lanterns are updated to have a "d" in the 2nd printing of C&TAttributes: 2E

Sage Advice #222 p. 36 (October 1995), Question: 5 🔗
Shouldn't the staff sling be size L?
 No. The staff portion of the sling is pretty short.Attributes: 2E

Sage Advice #222 p. 36 (October 1995), Question: 6 🔗
Is there a natural armor class below which a creature becomes immune to damage from whips? The whip entry on page 145 doesn't list one.
 A whip can make almost any creature smart if it hits a soft spot, and not all creatures that have great armor classes are thick skinned. A good house rule might be to say that whips don't damage creatures with natural armor classes of 2 or better if the creature actually has a carapace or a thick skin. It's reasonable to say that a dragon turtle can shrug off stings from whips, but a will-o'-the-wisp that gets tagged with a whip should suffer damage. The DM will have to decide which creatures are immune on a case-by-case basis.Attributes: 2E

Sage Advice #222 p. 36 (October 1995), Question: 7 🔗
Isn't the direct fire example on page 161 wrong? To agree with the text, the yellow area and some of the markings need to be moved on the diagram. The text says the cannon's area of effect strikes the umber hulk, but the yellow area of effect doesn't include the umber hulk.
 Look again more carefully. The umber hulk is in the area of effect. Cannon shots have little "tails" that represent the cannonball bouncing around. (The place where the area effect overlaps the figure is marked with a little cross.). The text and the diagram don't exactly match however, because the text says a medium cannon is firing and the diagram shows a light's area of effect.Attributes: 2E

Sage Advice #222 p. 36 (October 1995), Question: 8 🔗
On page 131, the weapon table doesn't list any damage for a gaff/hook.
 In the Complete Fighter's Handbook the damage is listed as 1d4 (Sm-Med) 1d3 (large), which should work fine in a C&T game.Attributes: 2E

Sage Advice #222 p. 36 (October 1995), Question: 9 🔗
I have two character kits from the Complete Book of Elves and the Complete Book of Dwarves that have been completely befouled by the new Combat and Tactics book. The elven archer fires at a rate of 5/2 moving or 3/1 standing still. Since the new specialization rules came out, how is the archer to be modified to reflect the rules change (since bow specialists now get an increased rate of fire?) Also, the dwarven sharpshooter used to have an improved rate of fire and extra damage due to training and custom equipment. What are the new damage and rate of fire ratings for crossbows fired by the sharpshooter? Is any of this going to be cleared up in the Skills and Powers book?
 The Skills and Powers book won't solve this one for you. Its approach to kits is very different from the one in the soft-backed rule books.
 You have two choices when trying to fit elven archers and dwarven sharpshooters into a game that uses the PLAYER'S OPTION combat system. You can ignore the C&T rules and use the rules that go with the kit instead (which is a pretty bad deal for the sharpshooter) or you can drop the kit rules in favor of the C&T rules. If you choose the latter, assume that both characters start out as specialists with their chosen weapons and then spend their proficiency slots (or character points) on weapon mastery. In both cases, adhering to the kit restrictions is a good way to justify acquiring advanced levels of mastery. Remember that becoming a grand master takes some special effort.
Attributes: 2E, Class

Sage Advice #222 p. 36+38 (October 1995), Question: 10 🔗
Do any of the kits in any of the books automatically start with any mastery above specialist? (The elven bladesinger maybe?) Would bard blades be allowed to become experts automatically?
 Specialization is the highest level of mastery anyone gets for free, and then only single classed fighters get it. Elven bladesingers and bard blades receive no free levels of mastery. If you're going to use the PLAYER'S OPTION rules in your campaign, you should stick to the kits presented in the Skills and Powers book. If you're using the character point system from the Skills and Powers book, both blades and bladesingers could achieve mastery in their chosen weapons. They should however, also have to pay a hefty character point cost for their kits; the DM should set a cost based on the special abilities presented in S&P's character creation chapter.Attributes: 2E

Sage Advice #222 p. 38 (October 1995), Question: 11 🔗
What's going on with the initiative system? Under the rules in Chapter 1, a giant is always going to lose initiative against man-sized characters.
 Hey, what's going on here? Chapter 1 says a character with a dagger always strikes before a character with a long sword.

 Both of these statements are false. First, everyone rolls initiative normally, and the side with the lowest roll wins. It is possible, however, to win initiative and still not strike first. For example, a hill giant armed with a club has a base initiative of slow and has a weapon speed of fast. Any creature's attack, however, comes during its base phase or its weapon's phase, whichever is worse. So, will a giant always strike after a human, whose base initiative is fast? Not necessarily. A human armed with a fast weapon, such as a dagger, usually will strike before a giant. The human also would go first if armed with an average weapon, such as a long sword. If the human has a slow weapon, however, such as a two-handed sword, he is as slow as the giant, and the initiative roll determines who goes first when two opponents act in the same phase. Even if the human has a fast or average weapon, the giant still won't always strike second. Its superior reach allows it to guard or charge and automatically strike first, no matter what its initiative roll is. If the human gets in nice and close so the giant can't guard or charge, the giant can always overrun the human (and maybe half the human's party in the process) and move off someplace where it can guard or charge the next round.
 A human armed with a dagger usually will strike before a human armed with a long sword (a fast character with a fast weapon strikes before a fast character with an average weapon) unless the character armed with a long sword is charging or guarding. Before you decide that daggers are the weapon of choice, take another look at the weapons' damage ratings and knockdown numbers and at the critical hit rules. The swordsman is going to win over the long run. Note that if you interpret the rules strictly, a character armed with a dagger always strikes first when charging or guarding against a character of the same size armed with a long sword, because both weapons have the same melee reach. Use some common sense and let the swordsman go first.
 In discussing this last point with C&T co-author Rich Baker, we came up the following general rule, which we both agreed should have been in the book in the first place: In a situation where a character is charging or guarding against an opponent with a weapon that has the same reach, the figure with the large weapon (or the larger creature) goes first. For example, a human swordsman guarding against a human attacker armed with a dagger goes first. A troll guarding against a human attacker with a dagger also goes first because it is a large creature guarding against a small weapon.
Attributes: 2E

Sage Advice #222 p. 38 (October 1995), Question: 12 🔗
What's the deal with guarding? A hill giant with a club has a reach of 3. Does this mean that if the giant guards it will get three attacks of opportunity before a human charging in with a long sword can make an attack?
 No. The giant gets one attack when the human first enters the group of squares the giant threatens. This is the giant's normal attack, not an attack of opportunity. If the human bores straight in and swings at the giant, the giant doesn't get any more attacks. If however, the human changes course and leaves the area the giant threatens, or turns his back on the giant, the giant would get an attack of opportunity.Attributes: 2E

Sage Advice #222 p. 38 (October 1995), Question: 13 🔗
So how come psionic creatures have to wait until their base initiative phase before using their abilities?
 One of the general premises of the Combat and Tactics book is that creatures have certain characteristics derived from their size. Smaller creatures generally are quicker to react than bigger ones are, even when what they're doing is purely mental. Besides, if a baku really gets annoyed with a brain mole that keeps beating him to the punch, the baku can always overrun the brain mole and stomp it into the dirt. Note that many psionic abilities don't happen until a round's resolution phase. If a power has a preparation time of a round or more, it's among the last things to take effect. If you don't want to stick psionicists with acting on their base initiative phase all the time, you can make psionic powers with preparation times of fast or very fast. Or, you can roll 1d10 to determine the power's base phase. This reflects the ever changing state of the psionicist's mind and helps keep the players guessing about what's going to happen from phase to phase.Attributes: 2E

Sage Advice #223, November 1995

Join the sage in a look at the new Player's Option™: Skills and Powers book. unless otherwise noted, page and table references are for the Skills and Powers book (S&P). The sage also examines a few other issues straight from the mailbag.

Sage Advice #223 p. 77 (November 1995), Question: 1 🔗
I have noticed that in almost every AD&D® book, the infravision ranges for the various races are different, the Skills & Powers book seems to be no exception. What are the correct ranges?
 Here are infravision ranges for all the major races (and their subraces) presented in the Skills & Powers book. The MONSTROUS MANUAL™ tome and its predecessors served as the primary sources for the numbers.

Dwarves (60'): Deep 90'; Gray 120'; Hill 60'; Mountain 60'.
Elves (60'): Aquatic 120'; Dark 120'; Gray 60'; High 60'; Sylvan 60'.
Gnomes (60'): Deep 120'; Forest Nil; Rock 60'.
Halflings (30'): Hairfoot Nil; Stout 60'; Tallfellow Nil.
Half-elves (60')
Half Orcs (60')
Half Ogres (60')
Humans (Nil)

 The number in parentheses after the main race name is the infravision range for characters who purchase infravision from the race's ability list.
Attributes: 2E

Sage Advice #223 p. 77 (November 1995), Question: 2 🔗
Traditionally, dark elves who live on the surface are not allowed to keep their innate spellcasting abilities or their superior magic resistance. In the Skills & Powers book it seems that they are allowed to keep their innate magic, but not their superior magic resistance. Is this correct?
 Yes it is. If the campaign is using the Skills & Powers rules, drow (dark elves) get the abilities listed on page 28 and explained on pages 29-30.Attributes: 2E

Sage Advice #223 p. 77 (November 1995), Question: 3 🔗
When a paladin spends character points on the priest spells ability, he is supposed to get spells beginning at 4th level. The spell progression chart, however shows that a paladin begins getting spells at 5th level. Which is correct? If a paladin does not purchase the priest spells ability, does the character still get spells at 9th level?
 Table 20 (page 49), which gives paladins their first spells at 5th level, is incorrect. It should read as follows:
Paladin Casting Spell Level
Level Level 1 2 3 4
4 1 1
5 1 1
6 2 2
7 2 2 1
8 3 2 1
9 4 2 2
10 4 2 2 1
11 4 2 2 2
12 5 3 2 2
13 5 3 2 2
14 6 3 2 2 1
15 7 3 3 2 1
16 8 3 3 3 1
17 9* 3 3 3 1
18 9* 3 3 3 2
19 9* 3 3 3 3
20 9* 4 3 3 3

 Paladins who do not purchase the priest spells ability still get spells starting at 9th level (see PHB table 17), but fewer than those who purchase the priest spell ability.
Attributes: 2E, Class

Sage Advice #223 p. 77 (November 1995), Question: 4 🔗
On Table 46: Traits, shouldn't the Initial Rating column read Character Point Cost?
 Yes it should. If a trait has a base score it is listed in the trait description.Comment: The column heading is wrong as stated on page 92. The correct heading, showing Character Point Cost, is present in the Compiled Tables Appendix on page 186. In the 2nd printing both page 92 and page 186 shows the correct heading.Attributes: 2E

Sage Advice #223 p. 77 (November 1995), Question: 5 🔗
The weapons table indicates that light and heavy crossbow quarrels inflict considerably more damage than they used to. Is that correct?
 Yes it is, but the increased damage is only half the story. The Combat & Tactics books gives crossbows a special ability to penetrate armor as well.Attributes: 2E

Sage Advice #223 p. 77 (November 1995), Question: 6 🔗
How does one determine a monster's Mental Armor Class (for the new psionics system)?
 Here's something to tide you over until something better comes along: Assume that the creature's Wisdom score is about equal to its Intelligence score. To determine the creature's scores, look up the monster's entry in the MONSTROUS MANUAL tome or the MONSTROUS COMPENDIUM® tome and note its general intelligence rating. A parenthetical note right next to the rating tells give you a range of mental ability scores. For example, a ki-rin has an intelligence rating of supra-genius, giving in a rating of 19-20 in both Wisdom and Intelligence. You can roll 1d6 to determine the exact score (1-3= 19, 4-6=20). Once you have the scores, calculate its MAC using table 74 (S&P, page 144) just like you would for a character. If a particular ki-rin has a Wisdom of 19 and an Intelligence of 20, its MAC would be 3. If you want a wider range of scores for the creature, you'll find tables for generating creature's ability scores in Chapter 2 of the DUNGEON MASTER™ Option: High-Level Campaigns book, pages 58-61. Creatures with racial psionic abilities, such as su-monsters and mind flayers, should get an additional bonus of +1 to +3.Attributes: 2E, Monster Ability Scores

Sage Advice #223 p. 77 (November 1995), Question: 7 🔗
The weapon specialization rule in the Combat & Tactics book says characters can specialize in only one weapon at a time. What happens to characters who must specialize in multiple weapons; for example, the samurai and the swashbuckler?
 They have to give up their extra weapons of specialization, although the DM could allow them to have expertise in the extra weapons.Attributes: 2E, Class

Sage Advice #223 p. 77-78 (November 1995), Question: 8 🔗
How do you decide if a grenade-like missile strikes its target? I've looked in both the PHB and the DMG and I could find nothing that says what attack number a grenade-like missile uses.
 A grenade-like missile's actual attack number varies according to the circumstances. If a creature is not the target and the character is within short range (10' for a flask of oil or other lightweight object) of the target point, a hit should be automatic. For example, if a character wants to smash a flask of oil at the top of a staircase the party has just ascended, the flask should land where the character wants it to as long as the target point is within 10' of the character. If the character is rushed, or the target point is farther way than 10', treat the target point as Armor Class 10 and apply the appropriate range modifier. (In the core rules, a thrown oil flask has a medium range of 20' and a long range of 30'.)
 If the grenade-like missile target is a creature, the attack number depends on what the missile is. If the missile is something like a boulder or a container holding a fairly small amount of liquid that has to make direct contact with the target creature to have any effect (such as a vial of acid or holy water), then just use the creature's armor class and resolve the grenade toss as you would any other missile attack (except that you would roll for scatter if the attack misses).
 If the grenade-like missile holds a fairly hefty amount of material, such as a flask of oil, I suggest rolling an attack vs. armor class 7, adjusted for the target's Dexterity score and movement rate; I suggest +3 for stationary targets, -3 for targets moving a rate faster than 3 but slower than 12, and -6 for targets moving at a rate of 12 or greater. Normal range adjustments apply in any case.
Attributes: 2E

Sage Advice #223 p. 78 (November 1995), Question: 9 🔗
What are the character point costs and base scores for the fighting proficiencies presented in the Combat & Tactics book and the psionic proficiencies presented in Chapter 9 of the Skills & Powers book?
 Here are the numbers for use with the Skills & Powers rules:
Special Talents (C&T), pages 78-80
Skill CP
Cost
Initial
Rating
Relevant
Ability
AlertnessT1 6
AmbidexterityT 4
Ambush 4 5 Int./Rea.
Camouflage 4 5 Int./Lea.
Dirty Fighting 3 5 Int./Lea.
Endurance2 2 3
Fine BalanceT 5 7 Dex./Agi.
Iron WillT 6 3 Wis./Wil.
Leadership 3 5 Cha./Lea.
QuicknessT3 6 3 Dex./Aim
Steady HandT 5
Trouble Sense 4 3 Wis./Int.

Martial Arts Talents4 (C&T), page 98
Skill CP
Cost
Initial
Rating
Relevant
Ability
Backward Kick 3
Crushing Blow 3
Flying Kick 3 5 Str./Muc.
Instant Stand 3 7 Dex./Aim
Missile Deflection 3

Psionic Proficiencies (S&P), page 155
Skill CP
Cost
Initial
Rating
Relevant
Ability
Contact 3 Wis./Wil.
Mental Armor 3 Wis./Wil.
Gem Cutting 3 6 Dex./Aim
Harness Subconscious 3 6 Wis./Wil.
Meditative Focus 3 6 Wis./Int.
Musical Instrument 2 4 Cha./Lea.
Reading/Writing 2 8 Int./Kno.
Rejuvenation 3 6 Wis./Int.
Religion 2 6 Wis./Int.

 T. Under the Skills & Powers character creation system, this skill must be selected as a trait.

 1. This is the value for the alertness trait as described in the Skills & Powers book. The version described in the Combat & Tactics book is slightly weaker. The C&T version has a character point cost of 4 and a base score of 5. The relevant ability is Wisdom/Intuition.

 2. If the Combat & Tactics fatigue rules are in play, the character point cost is 4.

 3. The version of this talent described in the Combat & Tactics book works best with the optional rule for individual intitiative in the Player's Handbook. If you are using the C&T intitiative system, the quickness trait does not affect the character's initiative rolls. Instead, the character can use the skill only during the first round of a combat. A successful skill roll accelerates all the character's actions by one phase, just as if the character had an initiative roll of 1. If the character uses quickness successfully and rolls a 1 for initiative, the character's actions are accelerated by two phases; however, no action can ever be quicker than very fast. If the character successfully uses quickness and rolls a 10 for initiative, the bonus from the trait and the penalty from the initiative roll (see C&T, page 18) cancel each other out.

 4. Any character proficient in a martial art can choose a martial arts talent as a general proficiency.
Attributes: 2E

Sage Advice #223 p. 78 (November 1995), Question: 10 🔗
When a dual-classed character uses a pale green ioun stone, are both classes raised one level or just the active class? What happens when a multi-classed character uses the stone?
 The stone grants only a single level. A dual-classed character using the stone receives the boost to his active class. A multi-classed character receives the boost to the class in which he has the highest level. Note that the level boost is temporary; if the stone is not circling the character the extra level is lost.Attributes: 2E, Class

Sage Advice #223 p. 78 (November 1995), Question: 11 🔗
Exactly which spells are subject to elven and half-elven magic resistance?
 The question is an old one, but I received several letters on the topic this month. I would prefer to avoid giving an actual list, because new spells are being added to the game all the time. Elven and half-elven resistance to sleep and charm spells applies to most spells, and spell-like effects that cause the subject to fall asleep or fall under another character's continuing influence. Such effects include: charm monster, charm person, charm person or mammal, domination, eyebite (charm effect only, the sleep effect works normally on elves and half-elves, as do the fear and sicken effects), fire charm, mass charm, and sleep. Magical devices and creature special attacks that duplicate these spells, such as eyes of charming, the beholder's charm rays, and the vampire's charm gaze also are subject to elven and half-elven resistance. Sleep-inducing breath weapons, such as the brass dragon's sleep gas, are not. Neither are the rod of beguiling or the rod of rulership; charm effects from a staff of commanding are.
 Spells and other effects that merely incapacitate the subjects or that allow only limited control, such as hold spells, hypnosis, suggestion, quest, and geas are not subject the eleven or half-eleven resistance. When there is a reasonable doubt, the DM must decide.
Attributes: 2E, Race, Elven resistance, Charm

Sage Advice #223 p. 78 (November 1995), Question: 12 🔗
How do you roll an ability check for a character with an exceptional Strength score?
 Usually on 1d20, just like any other ability check. An exceptional Strength score grants a character extra combat abilities, but little else. For many feats of sheer strength, a bend bars/lift gates roll is often more appropriate than a Strength ability check. If two character with exceptional Strength scores are making opposed Strength rolls, you might allow the characters to succeed with their Strength rolls on rolls of 19 if they roll less than their exceptional ratings on percentile dice.Attributes: 2E

Sage Advice #223 p. 78 (November 1995), Question: 13 🔗
Can a cloud of purification spell destroy a character who has been reduced to an extremely small height by a reduce spell or a powerful curse? The spell melts any creature up to the size of a normal rat and turns it to water. Can a character who has been turned to water be raised, resurrected, or restored with a wish?
 You shouldn't allow a cloud of purification to affect any creature with a full hit die or more. If a level-0 character or creature with less than one hit die has been shrunk, then turned to water by a cloud of purification it cannot be raised or reincarnated; however, I would allow a resurrection spell to work if the creature's remains haven't been mixed in with a whole lot of water from other creatures. Even so, a substantial penalty to the resurrection survival roll, say 30%, would be in order. A wish could bring back the creature in any case.Attributes: 2E, Spell

Sage Advice #223 p. 78-79 (November 1995), Question: 14 🔗
Just how freely can priest characters choose their spells? Does a priest choose spells one a day? Once a level? As the character needs them? How does a priest go about learning a newly invented spell?
 Generally, a priest can freely choose his spells from the spheres and spell levels available to him about once a day. All the character needs is a good night's sleep and time for prayers. The priest requires no spell book and is not in any way hindered by the spells he may have chosen previously. Nevertheless, the priest must memorize his spells ahead of time, he can't simply choose them as needed.
 In the case of spells that have been newly introduced into the campaign, the DM is free to decide how priests can get them. If a priest character spends the time and money to research an entirely new spell, no other priest should be able to get it unless the inventor teaches him the spell or he finds the spell on a scroll. Teaching another priest a new spell should take about a day per spell level. Learning a new priest spell from a scroll also should take a day per spell level and the process should consume the scroll (it goes blank when the priest finishes dissecting it). In either case, the priest learning the spell understands it automatically so long as he is of a level sufficient to cast the spell and the spell is included in a sphere the priest has access to.
 If a priest finds a written description of a new spell (as opposed to a magical scroll), the priest should have to research the spell (see DMG, Chapter 7, page 64), but the cost should be minimal (100 gp per spell level).
 In some very rare cases, the DM might decide to make a new priest spell available to all priests in the campaign. When this happens, the deities who grant the spells simply add them the lists of spells they offer and any priest who has access to the spell's sphere and is high enough level to cast the spells learns it automatically through divine inspiration.
Attributes: 2E, Class

Sage Advice #223 p. 79 (November 1995), Question: 15 🔗
What happens to a character who tries to use a dimension door or teleport spell and he is carrying too much weight? Does the character still wink out, leaving the excess behind or does the spell fail outright? Can characters prevent an enemy from teleporting away by grappling the opponent and pushing him over the weight limit?
 For purposes of game balance, I heartily recommend that any teleportation spell fail outright if the caster is carrying too much weight. Likewise, I suggest that any creature touching the caster count toward the weight the caster is carrying, even if the caster is unwilling. Characters who are quick-witted enough to grab a teleporting creature before it can wink out should be rewarded for their foresight.Attributes: 2E, Spell

Sage Advice #223 p. 79 (November 1995), Question: 16 🔗
Isn't the 4th-level wizard spell polymorph other too powerful? What's to prevent a 7th-level transmuter from building two great wyrm dragons a day out of the local rat population? If polymorph other were cast on a rat to change it into a gold dragon, there would be more than a 200% chance that the rat would permanently become a dragon, complete with all the dragon's magical and special abilities. Aside from the system shock rolls, saving throws, and the dispel magic spell, there seems to be no limit on what a measly 7th-level wizard can do, and the spell is permanent!
 It is true that dispel magic and system shock rolls are the only limits the rules place on the spell. Other limits come from the DM. It is also true that turning a creature with animal intelligence, such as a rat, into something as smart as a gold dragon makes the creature assuming the mind and abilities of its assumed form inevitable. The polymorph other spell, however, is not too powerful at all if the DM is clever.
 First, there's nothing in the spell that says the caster gets to pick the transformed creature's age. That's for the DM to decide. You might want to apply the subject creature's age to the lifespan of the assumed form to determine the assumed form's maturity. In the case of a rat, the resulting dragon is always going to be a hatchling because rats just don't live that long. Or perhaps the subject's level of maturity translates directly into the assumed form's maturity. So if a caster wants a great wyrm dragon he has to find a really old and decrepit rat.
 You could really have some fun with a greedy player of you choose the latter option. If the caster picks a young and healthy rat (with a reasonable chance to survive a system shock roll), he should get a hatchling gold dragon. Being young, the dragon is hungry. Being violently thrust into dragonhood, the dragon is shy and insecure. The dragon might follow the character around, eating the character's treasure (gold dragons eat gems), occasionally cutting loose with its breath weapon because it is scared (maybe it saw a cat), and making a general nuisance of itself. Imagine the scene if the dragon visits a jewelry shop for a snack. Being lawful good, the dragon surely will tell the irate jeweler and the town guard where "mom" is.
 If the caster chooses a venerable old rat, the creature's system shock percentage should be very low (35% or less); let's face it, old rats aren't going to have really high Constitution scores. If the caster does manage to create a venerable, wyrm, or great wyrm gold dragon, the creature probably is going to take charge. Gold dragons are lawful good, but no creature with 22 or more hit dice is going to take orders from a measly 7th-level wizard. The dragon might help the character in some small way, but the character probably will find himself embarked on some series of adventures of the dragon's choosing before long. Woe to the character when an errant dispel magic spell ends the enchantment and the poor fool is left stranded somewhere with only a mangy rat for company.
 Many spells in the game are prone to abuse, but only if the DM lets players get away with it. Greedy NPCs, of course, usually get their comeuppance out offstage. It might be amusing to stage an encounter with an enchanted gold dragon and its unwilling wizard servant as a cautionary tale to the players.
Attributes: 2E, Spell, Dispel Magic

Sage Advice #223 p. 79 (November 1995), Question: 17 🔗
How many people are affected by a hold person spell? The earlier part of the spell description says that 1d4 people are affected, which suggest that there is a random die roll. Later, however, the spell description says that the caster chooses which creatures in the area of effect are affected. Which is correct?
 The spell affects 1 to 4 creatures at the caster's option. The references to 1d4 creatures are errors.Comment: Same as what is written in issue #152Attributes: 2E, Spell

Sage Advice #224, December 1995

This month the sage pays a brief visit to Krynn, explores optional material for the AD&D® game, and stops to offer advice to a player who's encountered the worst monsters of all.

Sage Advice #224 p. 100 (December 1995), Question: 1 🔗
Are bards on Krynn (the DRAGONLANCE® world) required to take the test of high sorcery? If a the test is required and a bard decides not to take it, how long will it be before the character is considered a renegade? Do bards have to choose an order of high sorcery?
 Krynn has no native bards at all, so the question of a test is moot. Bards from other worlds need not take a test, but once the native wizards discover that a visiting bard can cast wizard spells they will offer the bard membership in one of the orders. If the bard refuses, he becomes a renegade immediately. A bard who joins an order recives no bonuses or penalties from Krynn's moons, but must abide by his order's spell limitations.Attributes: 2E, Class

Sage Advice #224 p. 100 (December 1995), Question: 2 🔗
The shield proficiency table on page 72 of the PLAYER'S OPTION™: Combat & Tactics book shows the bonuses for a normal shield user and a proficient user. However, page 115 of the PLAYER'S OPTION: Skills & Powers book says the proficiency bonus is added to the normal bonus. Which is correct? For example, if a character with shield proficiency is wearing chain mail and carrying a small shield, is his Armor Class 1 or 2?
 No matter which set of rules you use, you apply the proficiency bonus to the character's normal (unshielded) Armor Class. The character in your example would have an Armor Class of 3 (AC 5 chain mail and an additional +2 for proficient use of a small shield). Note that a bonus from a small shield can be used against only two opponents at a time. If the character faces three opponents, one of them gets to attack AC 5. Of course, opponents attacking from the character's rear or unshielded flank always ignore the shield.Attributes: 2E

Sage Advice #224 p. 100 (December 1995), Question: 3 🔗
Exactly when are the sprinting checks described on page 13 of the Skills & Powers book required?
 Whenever a character tries to sprint, of course. The reference on page 13 refers to the Jogging and Running optional rule in Chapter 14 of the Player's Handbook. If a character has a Stamina score, you check that rather than making Strength checks when a character tries to move faster than normal.Attributes: 2E

Sage Advice #224 p. 100 (December 1995), Question: 4 🔗
Although both the Combat & Tactics and Skills & Powers books have rules for weapon mastery, C&T has two extra levels, high mastery and grand mastery. What are the character point costs for these two levels of mastery. What are the costs for martial arts high mastery and grand mastery?
 A level of weapon mastery costs the same number of character points. For example, each level of mastery costs a single-classed fighter 2 character points. That is, once a fighter is a specialist, it costs 2 character points to become a master, 2 more to become a high master, and another 2 to become a grand master. Note that mastery isn't something that just happens, the character has to make a special effort in addition to spending the points. Unarmed and martial arts mastery works the same way. If you're using the optional rule from the Skills & Powers book that allows multi-classed fighters, paladins, and rangers to become weapon specialists, these characters have to spend 8 character points on each level of mastery.Attributes: 2E

Sage Advice #224 p. 100 (December 1995), Question: 5 🔗
Page 21 of the Skills & Powers book allows wizards to purchase a combat bonus for 10 character points; however, a mage only gets to use a rogue's THAC0. On the very next page, specialist wizards can gain a priest's THAC0 for the same measly 10 points. Is this is mistake?
 Yes it is a mistake. Any wizard who purchases a combat bonus gains a priest's THAC0.Comment: TSR editing at its finest. The error is on page 61, not 21. The 2nd printing of Skills & Powers uses the rogue's THAC0 chart for both Mages and Speciality Wizards. This is further confirmed by the official errata for the 1st printing which states:
 Page 62, col. 1, paragraph 7: Change "priest THAC0 chart" to "rogue THAC0 chart."
 It seems like the Sage is in the wrong here.
Attributes: 2E, Class

Sage Advice #224 p. 100 (December 1995), Question: 6 🔗
Just how does a polymorph other spell take effect? Does the change in form take place in a puff of smoke? Or does the subject change more gradually, sprouting wings or scales or whatever? If the latter case is true, will a dispel magic cast before the change is complete strand the subject in some intermediate form?
 The answer to this one is entirely up to the DM. There could be a puff of smoke, a twinkle, or the subject could simply begin growing new body parts, as you suggest. In any case, the change is complete by the end of the round in which the spell is cast. Once the spell takes effect, the subject cannot do anything that isn't possible in the assumed form. That is, a griffon that fails its saving throw and is turned into a goldfish loses its ability to fly the instant the spell strikes. A successful dispel magic that takes effect before the change is finished instantly returns the subject back to its original form.Attributes: 2E, Spell, Dispel Magic

Sage Advice #224 p. 100 (December 1995), Question: 7 🔗
Isn't the long spear a little too potent? The Complete Fighter's Handbook, The Arms and Equipment Guide, and Combat & Tactics all make this weapon better against man-sized opponents (2d6 points of damage) than the two-handed sword or any pole arm.
 I'm inclined to agree that the long spear is a little over rated. I suggest you treat this weapon as just a longer version of the two-handed spear: damage 1d6 + 1/2d6, type p, speed 8 (slow). That's still a little better than an awl pike, but in the Combat & Tactics system the awl pike has a reach of 3 and the long spear has a reach of only 2. Pole arms don't inflict much more damage than the revised long spear, but if you're using the Combat & Tactics rules most polearms either have better speed factors or better knockdown dice.Attributes: 2E

Sage Advice #224 p. 100 (December 1995), Question: 8 🔗
What happens when a wand or staff breaks? In our group, we had always assume that these items went boom. Not long ago, one of our characters snapped a wand of lightning an NPC was holding. As the rest of the party cowered, the DM frantically turned pages in the rulebook, looking for the section on exploding wands. We couldn't find any such rule.
 When a wand, staff, or rod breaks, you have a broken and useless magical item; that's all. Your group probably was thinking of the retributive strike power of the staff of the magi, and staff of power. A wizard using either of these two staffs can produce a blast of energy by breaking the staff. This is a special power that must be deliberately invoked. If the staff is broken normally there is no special effect.Attributes: 2E

Sage Advice #224 p. 100-101 (December 1995), Question: 9 🔗
If a character is fighting a monster that has poison, paralyzation, or a similar special attack, does the character have to attempt a saving throw each time the monster hits, or just the first time?
 If a monster has a special attack that works automatically when the monster scores a hit in combat, the opponent must roll a saving throw each time he is hit. For example, a character fighting a ghast must roll a saving throw vs. paralyzation each time the ghast hits. Every time the ghast gets its teeth or claws into the character, there is a chance the graveyard filth on them will get into the wound and affect the character. Note that the character only has to save once against the ghast's stench.Attributes: 2E

Sage Advice #224 p. 101 (December 1995), Question: 10 🔗
In the new psionics system presented in the Skills & Powers book, what happens if a character involved in psionic combat chooses not to defend? For instance, suppose the attacker uses mind thrust. The defender might inadvertently give the attacker a +5 attack bonus if he chooses the wrong defense. If, however, the defender opts for no defense at all he forces the attacker to roll against the defender's base Mental Armor Class, right? What happens if the attacker rolls and succeeds? Is the defender's mind automatically forced open? Or would he just lose PSPs as in normal psionic combat?
 Technically, a psionicist or wild talent doesn't have the option to present no defense if he has PSPs remaining. The character must choose a defense from the list of from the list of defenses he knows and he must spend the PSPs required to mount that defense. If the character's PSP total is so low that there aren't enough PSPs available to power the defense desired, I recommend allowing the character to choose a defense normally; just give the attacker a +2 attack bonus to reflect the feeble defense.
 If a psionicist really doesn't want to mount a defense, you might decide to let him so chose. In that case, give the attacker a +2 attack bonus. If the attack is successful, the defender's mind is forced open and remains open for 1d4 + 1 rounds.
Attributes: 2E

Sage Advice #224 p. 101 (December 1995), Question: 11 🔗
What, exactly, happens when a character with a high Intelligence score encounters an illusion? The section on Intelligence in the Player's Handbook says the character notices some inconsistency in the illusion that automatically allows the character to make his saving throw. Does this mean the character always makes his saving throw when there is one? Or does it mean that the character automatically disbelieves the illusion?
 If you follow the rules to the letter, creatures with Intelligence scores of 19 or higher automatically make successful saving throws against low-level illusions, as shown on Table 4 in the PHB. If the illusion in question does not allow a saving throw, then the character is still affected. For example, a character with an Intelligence score of 20 is automatically unaffected by any illusion/phantasm spells of 1st or 2nd level, provided they allow saving throws. The character could ignore an improved phantasmal force spell, which allows a saving throw, but is affected normally by a mirror image spell, which does not allow a saving throw. When in doubt, check the spell description. If the saving throw entry at the beginning of the spell says "None" the spell has no saving throw. Note that for classic illusions such as phantasmal force, improved phantasmal force, spectral force, and the like, a saving throw and disbelief are one in the same. That's why these spells have saving throws listed as "Special." Normally, characters have to do something (state disbelief) before they roll saving throws against these spells. Creatures with very high Intelligence scores get to disbelieve land save) automatically.
 All of the foregoing aside, the original AD&D game gave creatures with very high Intelligence scores complete immunity to all illusion/phantasm spells of a certain level or below. (as shown in the current PHB). Using this approach is completely within the spirit of the rules, it won't affect game balance in your game very much, and it keeps arguments to a minimum.
Comment: The note here about mirror image still working completely contradicts issue #206 where it was stated that creatures with 20+ Intelligence were immune to mirror image and invisibility. It appears that the Sage, in #206, was referencing the rules from the 1E AD&D, and here the Sage is referencing the 2E rules.
 All of this highlights ambiguity with the word "immunity". Many players understand it as being completely unaffected, but in reality immunity means to always make your saving throw, when you would normally make one, so this updated answer seems correct. These are the sources:
PHB page 23: Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws.
The Complete Priest's Handbook page 23: Immunities This power gives the priest an automatically-successful saving throw against certain types of damage, attacks, or broad classes of spells... Certain types of priest might have automatically successful saves against all Evocation spells... (Those spells which don't allow a saving throw are not stopped or affected by this immunity)
Attributes: 1E, 2E, Spell, Invisibility, Int vs illusion

Sage Advice #224 p. 101-102 (December 1995), Question: 12 🔗
A rakshasa is immune to spells lower than 8th level. Does this apply to priest spells? Is a rakshasa also immune to spell-like effects from wands, staves, and rods? What about other magical items?
 Yes, rakshasas are immune to priest spells of level 7 or less, which is all priest spells except quest spells (from the Tome of Magic) and true dweomers (from PLAYER'S OPTION: High-Level Campaigns). Generally, any immunity or limitation based on a spell's level applies equally to priest and wizard spells.
 Level-based spell immunity protects against spell-like effects from magical items if the spells they mimic are of levels low enough to be defeated themselves. A rakshasa, for example, is unaffected by fireballs or lightning bolts from any source, be they spells, wands, staffs, or other magical items. A character with an Intelligence score of 20 is immune audible glamer and phantasmal force effects from a wand of illusion.
Attributes: 2E, Int vs illusion

Sage Advice #224 p. 102 (December 1995), Question: 13 🔗
If a character who is unconscious—not dead—receives a resurrection or raise dead spell, does the character still have to attempt a resurrection survival roll to stay alive?
 Neither of these spells have any effect on living creatures (though their reversed forms do). No living creature, unconscious or otherwise, has to make a resurrection survival check when subjected to one of these spells.Attributes: 2E, Spell

Sage Advice #224 p. 102 (December 1995), Question: 14 🔗
A character using the psionic devotion time shift cannot affect anything while shifted. But what happens if the character positions himself for an instant kill? Say the character throws an arm around an enemy's neck and puts the point of a knife at the base of the enemy's skull and applies a little pressure so that the minute time catches up to the time-shifted character the point goes right in? The power description says the user gets a +4 attack bonus, but I'm having a hard time coming up with a logical reason why that kind of maneuver won't work.
 The absolute best offensive advantage time shift can provide is a +4 attack bonus; instant kills are beyond the power's capabilities. The reason the time shifter can't achieve an instant kill is that the power shunts the character into an alternate reality all his own. The character can view future events in the main time line, but what he sees isn't exactly what happens. He can grab an opponent by the neck and stick a knife in a vital spot, but when he returns to the main time line neither he nor his opponent are exactly where the time shifter saw them while in the alternate reality.Attributes: 2E

Sage Advice #224 p. 102-103 (December 1995), Question: 15 🔗
A little less than a year ago, my boyfriend introduced me to the AD&D game, and I enjoy it very much. I'm also pretty good at it, and the local players quickly dropped their reservations about having a newbie in the group and invited me into the campaign. I have several characters who have become important in the campaign, and I've kept a detailed journal of all my character's adventures. Not long ago, my boyfriend and I had a private (not game related) disagreement, and the gaming group decided to take his side. Now, I'm barred from the campaign, and the DM says I can't play my characters anywhere else. (One of my characters started out as an NPC that the DM gave me to play.) Someone in the group even walked into my house while I was away and took my characters and my dice. It was probably the DM; he often uses the game to get his own way. If a player doesn't do what he wants, the player's character gets killed in the next game. I'm really mad because the DM won't give my characters back. My boyfriend and I aren't playing anymore, but I still want my characters back. Can a DM tell a player not to use a character anymore? As a capable female player I used to be pretty hot commodity, but now I'm barred from the game. What should I do? The only thing I can think of now is to sock the DM in the gut until he gives me my stuff (and believe me, I have some friends who would be delighted to do just that). I just want to play AD&D.
 The first thing you should do is step back and take a few deep breaths. If you're involved in a campaign where people carry grudges from real life into the game, and also take them back to real life again, it's high time you found a new campaign. If you can walk away from it after losing only a few characters and a bag of dice, you should feel lucky. Take a little time away from the game; judging from the full text of your letter (six pages), I'd say your gaming has put you under entirely too much emotional stress. Gaming is supposed to be fun.
 To answer your rules question, no, there's nothing in the books that says DMs can tell their players what characters to use in other campaigns. If you've got a character you like—even a dead character—from an old campaign and you think it would be fun to play it somewhere else, go right ahead. You should explain to the new DM, however, that you've played the character before. Some DMs don't like to accept recycled characters.
 As far as your future involvement in the campaign and any further attempts to get your property (dice and characters) back, here are my suggestions:
 First, find another campaign to play in. There are literally millions of AD&D players out there, so your entire AD&D game experience does not depend on this one group. Better yet, start a campaign of your own. Stop being flattered that a group of veterans took you in and start showing a group of newbies how to play the game right—you've certainly got plenty of experience with a game that is played wrong. Your journal should give you plenty of ideas for a campaign of your own.
 Second, give up on the NPC you adopted. It's churlish of the DM who gave you the character to ask you not to play it anymore, but the character is not worth the struggle, no matter how much you love it. If you're as good at the game as you say you are, you'll have no trouble creating another great character on your own. Besides, if the DM is on a power trip you'll deny him the satisfaction he gets from withholding the character from you. If you're really fond of the character, create a new character based on the one you lost. Perhaps the new character is the original character's twin, who has gone out adventuring to find out why the original character mysteriously disappeared.
 Third, either take legal action to get your stolen property back or let it go. Do not under any circumstance "sock" the DM in the gut or send your friends to snatch your property back. If your former gaming comrades took your property without your permission they're guilty of theft, pure and simple. That is a matter for the police, not for you or for your friends. On the other hand, you can always create new characters and buy new dice. Doing so probably will take less time, effort and anguish than wresting with the legal system, especially since your case probably isn't going to enjoy a very high priority with the local police and district attorney. It's up to you.
Attributes:

Sage Advice #225, January 1996

This month, the Sage considers the powers and limitations of a few spells from the AD&D® 2nd Edition game.

Sage Advice #225 p. 81 (January 1996), Question: 1 🔗
Is it possible for a large object, such as a Daern's instant fortress, to penetrate a prismatic sphere and crush the people inside? Would the object have to make a saving throw against each layer? How would saving throws and damage from each layer affect the object?
 Objects cannot penetrate intact prismatic spheres at all unless carried by a creature that makes all the required saving throws. If a Daern's instant fortress were activated so as to crush creatures protected by a prismatic sphere, the sphere's 7th (violet) layer would completely protect the creatures and the fortress would be destroyed. Any unattended object that enters a prismatic sphere is destroyed unless it is an artifact or relic.
 If an object, or group of objects, is sufficiently large, it might bury a prismatic sphere instead of being utterly destroyed. For example, a party caught in a avalanche cannot hastily create a prismatic sphere and then just blithely walk away when the dust settles, nor can a party inadvertently (or deliberately) drain the ocean if they erect a prismatic sphere underwater.
 Note that it is not possible to use a prismatic sphere offensively; if created so that the sphere overlapped a wall of a Daern's instant fortress or other construction, the sphere would harmlessly pass through the wall, leaving the structure undamaged.
Attributes: 2E, Spell

Sage Advice #225 p. 81 (January 1996), Question: 2 🔗
Chain lightning is a 6th-level spell, so wizards have to be at least 12th level to cast it. The spell description says chain lightning inflicts 1d6 points of damage per level, to a maximum of 12d6, so what's the point of giving damage dice per level?
 Here's the point: A spell's effective "casting level" can vary. Magical items that produce spell-like effects are the most common examples. Wands, for instance, can be enchanted to duplicate spells of any level, but any spell-like effects they produce function at 6th-level for purposes of range, damage, duration, and any other spell variable that depends on the caster's level. A wand of chain lightning could only produce a bolt of lighting with a maximum damage rating of 6d6 and a maximum range of 70 yards. It makes no difference that chain lighting requires a 12th-level caster; the best the wand can do is 6d6 points of damage. Any number of other conditions also can change a spell's casting level; planar effects and wild magic head the list.Attributes: 2E, Spell

Sage Advice #225 p. 81 (January 1996), Question: 3 🔗
The player characters in my campaign once found a big gold statue that was much too heavy for them to carry away. Rather than hacking the thing to bits and hauling away the pieces, the party cleric cast a frisky chest spell on the statue. The rest of the party lined up at strategic positions along the route back to the entrance and herded the statue all the way outside, where they had a chariot waiting. Is this feat really possible, I did I give my players an undeserved gift?
 A frisky chest spell can affect any object small enough to fit inside a 10' cube. If the statue wasn't too big, you and your players did things according to the rules.
 Now, frisky chest is a spell designed to help priests protect their stuff, it's not for extracting treasure from dungeons. So, your players were abusing the spell and you might indeed have given them and undeserved gift. Because frisky chest is suppose to foil thieves, the statue's movements should have been contrary to what the players wanted at every possible opportunity. Now consider how much noise a walking statue might make. Were there any denizens of the dungeon within earshot? A surprise attack by a group of monsters might have really wrecked the party's day, especially if they were separated and concentrating on the statue when the attack came. Also think about how much the statue weighed. Could the chariot hold all that weight when the party finally herded the statue aboard? Could the dungeon floor hold the statue as the it ambled along? Note that the spell allows the animated object to sprout whatever appendages are most appropriate. Did the statue sprout wings and fly away when the PCs finally got it outside? Note also that any restraint place on the object breaks a frisky chest spell. So, the party might have caught the statue as it flew away, but the minute they got hold of it they would have been holding dead weight. That might be inconvenient if anyone was standing under it at the time.
 Keep all of the foregoing in mind if your players try the same trick again. You also might want to put a weight limit on the frisky chest spell to discourage really egregious abuse. I suggest 100 pounds per caster level.
Comment: Continues in #230 and #238Attributes: 2E, Spell

Sage Advice #225 p. 81-82 (January 1996), Question: 4 🔗
Do the images created by a mirror image spell make sound? If not, one could avoid the spell's effect entirely by simply closing one's eyes and taking the -4 attack penalty for being unable to see the target. The penalty would be even less if you had the blindfighting skill.
 The spell description says mirror image creates exact duplicates of the caster. Considering the spell's short duration and purely defensive nature, I don't think it's unreasonable to assume that the images include sound and smell as well as sight. On the other hand, mirror image is only a 2nd-level spell, and "Sage Advice" has previously suggested that invisibility foils displacement. I suggest you go ahead and allow characters to ignore mirror images if they can't see them. Remember, however, that fighting blind is just like fighting in total darkness, which carries more than just an attack penalty (see Table 72 in the DMG). The blindfighting proficiency reduces or eliminates some of these penalties, but not all them.Attributes: 2E, Spell

Sage Advice #225 p. 82 (January 1996), Question: 5 🔗
At what point do player characters under the effects of enlarge spells start getting bigger knockdown dice? Large creatures also extend weapon reach. At what point do enlarged characters get extra reach?
 To get an enlarged character's size class, just note the character's new height and use the size categories from the MONTROUS MANUAL™ tome. The sizes are: tiny (up to 2' tall); small (2'+ to 4'); man-sized (4'+ to 7') large (7'+ to 12'), +1 melee reach and knockdown; huge (12'+ to 25'), +2 melee reach and knockdown; and gargantuan 25'+), +3 melee reach and knockdown. Remember to increase the enlarged character's base initiative as his size class increases.Attributes: 2E, Spell

Sage Advice #225 p. 82 (January 1996), Question: 6 🔗
How much should characters know about magical items when they find them? Detect magic spells can reveal that an item is enchanted, but what about specific powers?
 Generally, characters should know very little about the magical items they find. Divination spells such as identify, commune, contact other plane, and legend lore can reveal or at least hint at specific powers. Otherwise, characters just have to experiment with newly acquired items and try to puzzle them out. Even a small sip of a potion for example, produces a minor effect that hints at the potion's enchantment. A sip of a growth potion, for instance, might make a character's clothing or armor feel tight. Items that produce continual effects are fairly easy to test. A character who has just donned a ring of water walking, for example, will have a pretty good idea what he has after a trip to the local pond or fountain.
 Items with specific triggers or command words are trickier. Usually, the owner will have to visit the local sage, bard, or high-level spellcaster to get some clue about how to start experimenting with the item. Some DMs devise intricate puzzles their players must solve before their characters can use their items. It all depends on how rare and wonderful the DM wants to make magic. If players have to work hard for their magic they tend to appreciate it more.
 Note that intelligent items such as swords might be able to tell their owners what their powers are (though they don't always do so). Also, nothing beats instructions from the previous owner when trying to figure out a magical item's properties. Taking a few prisoners and negotiating with them carefully can be well worth the effort.
Attributes: 2E, Spell

Sage Advice #225 p. 82-83 (January 1996), Question: 7 🔗
The Complete Paladin's Handbook has lots of good information about what holy swords can do, but can you explain the meaning of the swords ability to dispel hostile magic? When is magic "hostile" and when is it not?
 In this case, magic is hostile when it is potentially harmful to the paladin or his allies and directed either at the paladin or placed so that this its area of effect overlaps the circle of power the holy sword generates.Attributes: 2E, Paladin with Holy sword

Sage Advice #225 p. 83 (January 1996), Question: 8 🔗
What happens to a paladin when he encounters a creature that cannot enter the circle of protection surrounding the paladin, but really wants to hurt the paladin? If the creature pushes hard against the circle, can it make the paladin move? What happens when the paladin gets forced into an obstacle?
 You're confusing the aura of protection that surrounds a paladin with a protection from evil spell. In the AD&D 2nd Edition game, the two are similar, but not the same. A paladin's aura of protection doesn't hedge out anything. Evil, conjured, or enchanted creatures within 10' of the paladin suffer a -1 attack penalty, but the aura doesn't keep them out. The aura, like a protection from evil spell, also prevents any form magical control from being exerted across the barrier.
 Note that it is not possible to exert force across the barrier formed by protection from evil or a protection from evil 10' radius spell. Neither version of the spell creates a giant hamster ball like an Ottiluke's resilient sphere does. If a creature that normally would be hedged out by the spell, nothing happens if it pushes against the barrier. The creature cannot cross the barrier, but it also cannot make the character at the center of the spell move, not even by a micron. On the other hand, if a character protected by the spell forces the barrier against a creature that normally would be hedged out, the barrier collapses, ending the spell.
Attributes: 1E, 2E, Spell

Sage Advice #225 p. 83 (January 1996), Question: 9 🔗
The Complete Thief's Handbook allows thieves to wear armor heavier than leather and still use their thieving skills at a penalty. What are the effects of armor on the new thief skills given in the Skills & Powers book?
 Okay, here are my suggestions:
Skill No Armor Elven Chain Padded,
Hide or
Studded Leather
Chain Mail or
Ring Mail
Bribe
Detect Illusion -5% -10% -10%
Detect Magic -5% -10% -10%
Escape Bonds -5% -10% -10%
Tunneling +5% -20% -30% -25%
Comment: The question and answer does not make sense, as the Skills & Powers book already have a table that includes Bribe, Tunneling, and Escape Bonds. Furthermore the table given here by the Sage does not match the table from the book, so it will leave players at a complete loss.Attributes: 2E, Class

Sage Advice #225 p. 83 (January 1996), Question: 10 🔗
How do you assign knockdown dice to large creatures using weapons? Page 32 of the PLAYER'S OPTION™: Combat & Tactics book says large monsters bump the weapon's knockdown die up to the next size. Does this mean that a centaur with a two-handed sword rolls 1d20 for knockdowns? If the centaur also is a grand master with a two-handed sword does he roll 1d100 for knockdowns?
 A knockdown die of 1d12 increases to 1d20. I don't recommend allowing any knockdown die to increase beyond 1d20. (As it is, rolling 1d20 will give a knockdown chance about half the time against huge opponents and even more often against smaller opponents.) I also don't recommend increasing any knockdown die more than three places. For example, a creature armed with a dagger never gets a knockdown die bigger than 1d10, no matter how big or skilled it is.
 If you don't like the foregoing advice, the steps beyond 1d20 are: 1d30, 1d40, 1d50, and so on. The best way to generate these numbers is with 1d10 and some kind of a control die. For example, you can roll 1d30 by rolling a 10-sided die and a six-sided die. If the six-sided die comes up a 1 or 2, read the 10-sided die as it is. If the six-sided die rolls a 3 or 4, add 10 to the number on the 10-sided die, and if the six-sided die comes up a 5 or 6 add 20 to the number on the 10-sided die.
Attributes: 2E, d30

Sage Advice #226, February 1996

This month, the Sage visits the newly revised DARK SUN® setting and considers some optional rules and spells, including yet another look at the dreaded stoneskin spell.

Sage Advice #226 p. 89 (February 1996), Question: 1 🔗
The Way of the Psionicist book in the revised DARK SUN boxed set (and the psionics section in the PLAYER'S OPTION™: Skills & Powers book) says that characters with chaotic alignments cannot become psionicists. This is incorrect, at least on Athas. The Will and the Way reference lists several chaotic psionicists. Are chaotic psionicists no longer allowed on Athas?
 Chaotic psionicists have never been allowed on Athas (or anywhere else for that matter; see The Complete Psionics Handbook, page 10); at least not as player characters. Pages 37 and 38 of the Rules Book from the original DARK SUN boxed set contain several Athas-specific changes to the psionics rules, but refer readers back to the CPH for anything not covered there. Changes to the alignment requirement for psionicists are not included in the Rules Book. The chaotic psionicists from The Will and the Way are anomalies; exactly how they managed to become psionicists and retain their chaotic alignments is unrevealed.Attributes: 2E, Class

Sage Advice #226 p. 89 (February 1996), Question: 2 🔗
The Age of Heroes book in the revised DARK SUN boxed set gives individual experience awards based on character race, but there are no entries for the new PC races of aarakocra and pterrans. Is this an omission? Or are there no bonuses for these two races?
 Here are individual experience awards for the two races:

Aarakocra:
 Demonstrate deep and abiding respect for nature: 20 xp/day
 Abuse nature: -50 xp

Pterran:
 Pursue life path: 20 xp/day
 Revere Earth Mother: 30 xp/day
 Provide specific, meaningful service to Earth Mother: 50 xp
Attributes: 2E

Sage Advice #226 p. 89 (February 1996), Question: 3 🔗
Page 26 of the Age of Heroes book says defilers destroy the environment when they cast their spells, which is how defilers were originally handled. Page 67, however, says defilers cause destruction when they memorize their spells. Which is correct? If the latter is true, how should DMs of ongoing campaigns explain the change?
 The text on page 67 is correct. Note that in addition to causing damage when memorizing spells, defilers also must make Intelligence checks to see how successful they are (see Table XVII on page 28) in acquiring the spells. Defiling is no longer a sure thing.
 How you should implement the new defiling rules into an established campaign is a problem you must solve on your own. The simplest way is to ignore them and stick with the old rules. For most campaigns, you can just announce that reality has changed and that things will be different from now on. To add a little mystery, you might want to explain that no one, not even the PCs, remembers any other kind of defiling. If you're feeling a bit cruel, you might rule that the PCs remember the old way of doing things, but no one else does.
 If you favor a more dramatic approach, you can introduce some spectacular or cataclysmic event (the appearance of a hitherto unknown comet would do nicely) that causes the change. In either case, you might introduce the change gradually. For example, perhaps defilers only have to make Intelligence checks when memorizing spells after sunrise, and the defiling effect of memorization might be minimal, a radius of inches. Over the next few weeks or months, gradually increase both the radius of the defiling effect and decrease the number of hours in a day that the effect can be avoided. You might even want to design a series of adventures that would allow your PCs to prevent the change — if they want to.
Attributes: 2E, Class

Sage Advice #226 p. 89 (February 1996), Question: 4 🔗
Can the undead trolls, kobolds, ogres, orcs, lizard men, pixies, gnomes, and goblins that roam the Dead Land, Small Home and the City of a Thousand Dead be raised, resurrected, or reincarnated? Since these races actually continue to exist on Athas, why wouldn't a reincarnate spell be able to reincarnate a character as one of these "dead" races?
 According to my colleague Bill Slavicsek, the creatures you're asking about have been dead since the Cleaning Wars 3,500 years ago. That puts them well beyond the reach of any raise dead, resurrection, or reincarnate spell.
 Generally speaking, a reincarnate spell transforms a recipient into some creature that is more or less characteristic of the world where it is cast. Trolls, kobolds, ogres, orcs, lizard men, pixies, gnomes, and goblins are not typical of Athas, even though there are sizable populations of undead specimens on the planet. Even if there were hidden populations of living trolls, kobolds, ogres, orcs, lizard men, pixies, gnomes, and goblins (and by all accounts there are not), they still would not be representative enough to appear on the creature list for reincarnate spells.
Attributes: 2E, Spell

Sage Advice #226 p. 89 (February 1996), Question: 5 🔗
What are the thief ability adjustments for Athasian races that can't become thieves but can become rangers or convict gladiators?
 Here are the adjustments:
Race Hide in Move All
Shadows Silently others1
Half-Giant -10% -10%
Thri-kreen +5% +5% -15%2

 1. For Convict gladiators only
 2. Thri-kreen never gain the ability to climb walls
Attributes: 2E, Class

Sage Advice #226 p. 89-90 (February 1996), Question: 6 🔗
If someone punches a person who is protected by a stoneskin spell, does the attacker suffer damage? Does the recipient of a stoneskin spell look different in any way? The Player's Handbook seems to suggest that a charge of a stoneskin is lost even if an attacker rolls a miss when fighting, is this so? If this is so, what is the reasoning behind it?
 A stoneskin spell never damages an attacker. The spell description does not specify any change in appearance for the recipient of a stoneskin spell, but that doesn't mean the DM can't specify one.
 A spell loses one "charge" each time the recipient is subjected to an attack, that's just the way the spell works. Note that an attack roll usually isn't necessary, just mark off a charge from the spell. The only time you need to make a roll is when the attack can damage the recipient in spite of the stoneskin spell. Note also that an attack that bypasses the spell and damages the stoneskin recipient still negates a charge.
Attributes: 2E, Spell, Stoneskin

Sage Advice #226 p. 90 (February 1996), Question: 7 🔗
If a clay golem hits a character, will a successful dispel magic allow a priest of less than 17th level to heal the character?
 No.Attributes: 2E, Spell, Dispel Magic

Sage Advice #226 p. 90 (February 1996), Question: 8 🔗
Table 29 in the PLAYER's OPTION: Skills & Powers book shows adjustments to thieving abilities for high Dexterity scores, but they are different from the adjustments shown on Tables 4 and 5. What are the correct adjustments?
 Tables 4 and 5 are only for use with the new rules for subabilities in Chapter Two. If you're not using subabilities, skip Table 29 and use either table 28 from The Player's Handbook or Table XXI from the Age of Heroes book in the revised DARK SUN boxed set. If you are using subabilities, I recommend the adjustments on the tables below.
Aim
Subability
Score
Pick
Pockets
Open
Locks
Find/
Remove
Traps
Escape
bonds
Forge
Documents
Tunneling
3 -30% -30% -30% -30% -30% -30%
4 -25% -25% -25% -25% -25% -25%
5 -25% -20% -20% -25% -25% -20%
6 -20% -20% -20% -20% -20% -15%
7 -20% -15% -15% -20% -20% -15%
8 -15% -15% -15% -15% -15% -10%
9 -15% -10% -10% -15% -15% -10%
10 -10% -5% -10% -10% -10% -5%
11 -5% -5% -5% -5%
12-15
16 +5% +5%
17 +5% +10% +5% +7%
18 +10% +15% +5% +10% +10% +5%
19 +15% +20% +10% +12% +15% +10%
20 +20% +25% +12% +15% +17% +15%
21 +25% +27% +15% +17% +20% +20%
22 +27% +30% +17% +20% +22% +25%
23 +30% +33% +20% +22% +24% +30%
24 +33% +35% +22% +24% +27% +35%
25 +35% +35% +25% +30% +30% +35%

Balance
Subability
Score
Move
Silently
Hide in
Shadows
Climb
Walls
3 -30% -30% -30%
4 -30% -25% -25%
5 -30% -20% -20%
6 -25% -20% -20%
7 -25% -15% -15%
8 -20% -15% -15%
9 -20% -10% -10%
10 -15% -5% -5%
11 -10%
12 -5%
13-16
17 +5% +5% +5%
18 +10% +10% +10%
19 +15% +15% +15%
20 +20% +17% +20%
21 +25% +20% +22%
22 +30% +22% +25%
23 +33% +24% +27%
24 +35% +27% +30%
25 +35% +30% +33%
Comment: These tables are wrong and should not be used. The 2nd printing of Skills & Powers cleared up the confusion and fixed the tables. Use the second printing instead!Attributes: 2E

Sage Advice #227, March 1996

This month, the Sage handles a variety of questions straight out of the mailbag. The sage reveals how wererats pass on lycanthropy, re-examines a question from previous column, and offers a few suggestions about character aging.

Sage Advice #227 p. 46 (March 1996), Question: 1 🔗
The damage listed for wererats in the MONSTROUS COMPENDIUM® accessory is "by weapon"; how does a wererat infect victims with lycanthropy? Do wererats have a bite attack? If so, how much damage does it inflict?
 Yes, wererats using weapons can inflict lycanthropy, but only when in their ratman form. Note that the ability to inflict lycanthropy through weapon attacks is (thus far) unique to wererats. Wererats have no bite when in ratman or human forms. When in giant rat form, however, a wererat's bite inflicts 1d3 points of damage, and bite attacks can inflict lycanthropy.Attributes: 2E

Sage Advice #227 p. 46 (March 1996), Question: 2 🔗
If a slain character is brought back to life with a priest's resurrection spell, does the character lose a point of Constitution? The description for the raise dead spell explicitly says the recipient loses the point of Constitution, but the resurrection description doesn't mention anything about Constitution loss.
 A character must make a resurrection survival check if raised or resurrected, and the character loses a point of Constitution if the check succeeds (see the DUNGEON MASTER® Guide, page 104).
 In the original D&D® campaigns played in the Lake Geneva area in the 1970s, characters who received resurrection spells did not have to make resurrection survival rolls. The resurrection spell still has a saving throw listing of "none," which is an erroneous holdover from the original version of the spell. If your campaign is particularly challenging, you might want to consider waiving the survival check for characters who receive resurrection spells. Considering the drain a resurrection spell puts of the caster (temporary incapacitation and three years of unnatural aging), you might want to waive the Constitution loss, too. If you do so, a character's initial Constitution score should still also be the maximum number of times a the character can be raised or resurrected.
Attributes: 2E, Spell

Sage Advice #227 p. 46 (March 1996), Question: 3 🔗
At one time, a character using the 6th-level wizard spell project image could cast spells through the image. That doesn't seem to be the case now. What gives?
 A key sentence was inadvertently dropped from the spell's description. The sentence reads: "A special channel exists between the image of the caster and the caster, so spells cast actually originate from the image." Note that certain barriers, such as walls of force and anti-magic shells can block the channel even if the caster can see the image.Comment: Same answer as was given in #184Attributes: 2E, Spell

Sage Advice #227 p. 46 (March 1996), Question: 4 🔗
I am having a difficult time trying to find the difference between the new AD&D® products and AD&D 2nd Edition rules. Do the newer, thicker books contain a new edition of the rules?
 The "new" AD&D game books released in 1995 are a repackaging of the AD&D 2nd Edition game, intended merely to upgrade the game's graphic look. The new books do not contain a new edition of the rules. Check out the Forward in the new Player's Handbook (page 3) for details.Attributes: 2E

Sage Advice #227 p. 46 (March 1996), Question: 5 🔗
In issue #224, you said that there are no bards native to Krynn. However, according to the tables on page 81 of the World Book of Ansalon from the Tales of the Lance boxed set, there are bards (with included level limits for the various races of Ansalon). What's up?
 How come kender can't become wizards when they can become bards?

 I am guilty of a misstatement. What I should have said in issue #224 was that Krynn has no native bards as the Player's Handbook describes them. In the AD&D core rules, a "bard" is a rogue character who can cast some wizard spells. Krynn has no such characters.
 According to Harold Johnson, TSR, Inc.'s resident DRAGONLANCE® setting guru, anyone with a talent for singing can be properly called a bard on Ansalon. Goldmoon, for example, is famous bard as well as a renowned cleric. As a few readers have pointed out, there is a bard profession available to Krynn residents. These characters, however, are thief characters who can sing and play musical instruments (see page 80 of the World Book of Ansalon. A Krynn bard functions as a regular thief but starts play with the ability to sing and play a portable musical instrument. Krynn bards do not cast wizard spells, which is why a kender can be a bard but not wizard.
Attributes: 2E, Class

Sage Advice #227 p. 46 (March 1996), Question: 6 🔗
If a fighter character used 10 wishes to raise his Strength score from 17 to 18, would he immediately roll for exceptional Strength? The PHB says any warrior with a Strength score is entitled to an exceptional Strength roll. However, the section on wishes in the DMG makes no mention of this at all.
 The DM has final say on the results of wishes. There's is nothing wrong with granting exceptional Strength rolls to warriors who obtain Strength scores of 18 through wishing (unless they are halflings; see PHB, page 27) but the DM is not obligated to do so. If the DM decides not to allow an immediate roll for exceptional Strength, the warrior in question can either be assumed to have a normal (unexceptional) Strength rating of 18 or an exceptional Strength rating of 18/01 at the DM's option.Attributes: 2E, Class

Sage Advice #227 p. 46 (March 1996), Question: 7 🔗
The damage listed for wererats in the MONSTROUS COMPENDIUM® accessory is "by weapon"; how does a wererat infect victims with lycanthropy? Do wererats have a bite attack? If so, how much damage does it inflict?
 Yes, wererats using weapons can inflict lycanthropy, but only when in their ratman form. Note that the ability to inflict lycanthropy through weapon attacks is (thus far) unique to wererats. Wererats have no bite when in ratman or human forms. When in giant rat form, however, a wererat's bite inflicts 1d3 points of damage, and bite attacks can inflict lycanthropy.Attributes: 2E

Sage Advice #227 p. 46-47 (March 1996), Question: 8 🔗
Page 86 of the Ruins of Undermountain II adventure makes a passing mention of rangers casting wizard spells, and in the book Shadows of Doom the ranger Sharantyr uses one of Elminster's wands. The PHB, however, says rangers get priest spells. Which spells do rangers get?
 The reference to rangers casting wizard spells in Ruins of Undermountain II is an erroneous throwback to the original AD&D game, which granted some wizard spells to high-level rangers. Any number of things could account for the wand-wielding ranger from Shadows of Doom: there could have been a error in the narrative, the wand in question could be a special item, the character in question could have a special ability, and so on.Attributes: 1E, 2E, Class

Sage Advice #227 p. 47 (March 1996), Question: 9 🔗
Let's say a wizard casts a magic missile spell at an enemy fighter. At the time the wizard casts the spell, an invisible thief is in the direct line of fire between the wizard and the fighter. Does the magic missile strike the thief because he is in the way? Or do the missiles from the spell, which strike their targets unerringly, zip around the thief and strike the fighter, thus revealing the thief's presence?
 The missile or missiles from the magic missile spell in your example would strike the fighter, because the fighter is the spell's target. Whether the invisible thief is revealed is entirely up to the DM. The missiles might streak directly toward the fighter and turn abruptly to avoid the thief, or they might curve so gradually that nobody notices. Even in the first instance, the missiles might move so fast that an observer wouldn't notice them changing course.
 In any case, the thief is not rendered visible, there is simply a vague indication that there is something invisible in the missiles' path. This situation is similar to what would happen if the thief jostled a piece of furniture or a curtain. If the DM decides the missiles' erratic course could betray the thief's presence, any observers should attempt saving throws vs. spells. Observers making successful saving throws would detect the thief and know his approximate location, while observers failing their saving throws would notice nothing.
Attributes: 2E, Spell

Sage Advice #227 p. 47 (March 1996), Question: 10 🔗
According to what I have read, when a human and a half-elf mate, the offspring is considered a human; I've also read that, when an elf and a half-elf mate, the offspring is considered an elf. So what happens when two half-elves (or half-ogres or half-orcs, etc.) mate?
 The FORGOTTEN REALMS® Campaign Setting contains just such a rule about half-elven heredity. When two FR half-elves mate, their offspring also is a half-elf (see A Grand Tour of the Realms, page 12). The Player's Handbook, however, says that anyone with both human and elven ancestors is either a human or a half-elf (see PHB, page 30). If the character has more human ancestors than elven ancestors, he's human. If there are equal or larger numbers of elven ancestors, the character is a half-elf.
 Unless your campaign has a rule that says otherwise, I recommend that you use the PHB rule for half-elves and all other crossbreeds. If you're playing a FORGOTTEN REALMS campaign, for example, use the rule from Grand Tour of the Realms when dealing with half-elves and the PHB rule for half-orcs and other crossbreeds.
Attributes: 2E

Sage Advice #227 p. 47 (March 1996), Question: 11 🔗
The description of the Charge option in the first chapter of the PLAYER'S OPTION™: Combat & Tactics book says it's a full-move action: however, the Charge option also is included in the list of half-move actions on page 20. Which is it?
 Charging is a full-move action, but it's included on the half-move list for two reasons. First, it is possible that a charging character might enter melee range with the enemy during the first half of his movement. In such a case, the character stops moving and makes his attack; once he stops to attack, his movement is over (though he still can make the standard one-square adjustment after the attack). Second, its okay to let a character who already has made a half move to charge during the second half of his movement. Players often wish their characters to make delayed charges in response to unexpected moves from the enemy, when their comrades suffer knockdowns, and in many other situations. A character making a "half charge" is subject to all the bonuses and penalties associated with charging (see Combat & Tactics, page 25).Attributes: 2E

Sage Advice #227 p. 47 (March 1996), Question: 12 🔗
If you're using the fatigue rules from the Combat & Tactics book do undead creatures have to keep track of fatigue?
 No, they don't. This isn't mentioned in Chapter Nine of the C&T book, but it should be. Golems don't become fatigued either.Attributes: 2E

Sage Advice #227 p. 47 (March 1996), Question: 13 🔗
Exactly how far does a character go when charging running, or sprinting? For example, Motar the mage has a base move of 12. That means he normally goes 12 spaces on a half move. He goes 36 spaces if he runs (12 plus 24) or 48 spaces if the sprints (12 plus 36). Right?
 Motar the mage, who has a movement rating of 12, normally moves 12 squares in a combat round, not 24 (see C&T page 13).
 If he charges, his movement rate increases by 1 ½ to 18. Motar can move up to nine spaces during his base initiative phase and up to nine more during a later phase (usually the very next phase).
 If he runs, Motar's movement rate doubles and he can move 24 spaces (but no more than 12 during in base phase and up to 12 more on a later phase).
 If Motar sprints, he triples his movement to 36 (up to 18 spaces in his base phase and up to 18 more later). Note that characters have only two phases of movement during a combat round and that leftover movement from a previous phase cannot be saved and used in a later phase.
Attributes: 2E

Sage Advice #227 p. 47 (March 1996), Question: 14 🔗
There is a contradiction between the descriptions for caps and mail coifs in the Combat & Tactics book. Page 147 says the two provide Armor Class 3 for the head and neck when worn together, but page 149 says the combination provides Armor Class 4. Which is correct?
 A cap and mail coif worn together provide an AC of 4 to the head and neck.Comment: Not fixed in the 2nd printing of C&TAttributes: 2E

Sage Advice #227 p. 47 (March 1996), Question: 15 🔗
What kinds of things can affect a weapon's speed factor? Do you include things such as an elf's or a specialist's attack bonus? Can a speed factor be a negative number?
 The only thing that affects a weapon's speed factor is its magical enchantment. In core AD&D 2nd Edition rules, each point of enchantment reduces the weapon's speed factor by one point (see PHB, page 127). If you're using the initiative system form Combat & Tactics, see page 18 of C&T: A weapon's speed factor can never be less than zero.Comment: The Sage is correct here that speed can never be less than 0. In issue #245 the Sage will incorrectly say that speed factor can never be less than 1.Attributes: 2E

Sage Advice #227 p. 47-48 (March 1996), Question: 16 🔗
The rules for critical hits in Chapter Six of the Combat & Tactics book say that armor damage can be avoided if the piece of armor in question makes a saving throw vs. normal blow or vs. a crushing blow if the attacker's weapon is larger than the defender. What are the saving throw numbers for a normal blow?
 There is no "normal blow" category for item saving throws in the AD&D 2nd Edition game. For purposes of critical hits, I recommend a saving throw number of 2 for normal blows no matter what type of armor is involved. For crushing blows arising from critical hits, I recommend a saving throw number of 6 for all types of armor rather than the numbers given for crushing blows on Table 29 in the DMG. Don't forget that the damage inflicted by the hit (before any multipliers for the critical hit) applies as a penalty to the armor's saving throw roll.Comment: A good clarification for how to handle an obscure reference.Attributes: 2E

Sage Advice #227 p. 48 (March 1996), Question: 17 🔗
Is there a system for determining character point costs and initial ratings for nonweapon proficiencies that were included in the various "complete" handbooks but not included in the PLAYER'S OPTION™: Skills & Powers book?
 No, there isn't, but here are a few basic rules of thumb for you: A one-slot proficiency should cost three character points. If a one-slot proficiency allows add-ons (such as the ancient languages proficiency, which allows the character to learn additional languages for a minimal character-point cost) or is something particularly difficult to learn (such as mountaineering or tracking), it should cost four character points. Fairly common or simple one-slot proficiencies should cost only two character points. Two-slot proficiencies should cost five character points.
 Initial ratings should range from 5 to 9; compare the proficiency in question to the proficiencies already included in the Skill & Powers book and assign one that seems appropriate.
 In any case, the task of converting an old proficiency to the S&P system is a job for the DM, who has final say on the process.
Attributes: 2E

Sage Advice #227 p. 48 (March 1996), Question: 18 🔗
How many spellbook pages are required to include the reversed form of a spell?
 It depends on the spell. Reversible spells, such as knock, locate object, and stone to flesh require no extra spellbook space at all. A single spell entry does double duty, though the wizard still must decide which version he will memorize when studying spells for the day. Separate spells that are essentially reversed versions of each other, such as haste and slow, must be recorded separately. In either case, a single spell requires a number of spellbook pages equal to the spell's level plus 0-5 (1d6-1) pages (see PHB, page 63).Attributes: 2E

Sage Advice #227 p. 48 (March 1996), Question: 19 🔗
If a specialist wizard uses a magical item from an opposition school, such as a transmuter using an amulet of proof against detection and location (abjuration magic) what happens? Can the transmuter use this device at all? Is there a penalty?
 As "Sage Advice" has suggested before, specialist wizards should be free to use all magical items that can be used by any character class, even when they involve magic from their opposition schools. The specialist wizard magical item limitations are intended to apply solely to wizard-only items.Comment: Same as given in issue #217.Attributes: 2E, Class

Sage Advice #227 p. 48 (March 1996), Question: 20 🔗
How many years does a character age per level of experience gained? I hardly think that a truly seasoned warrior (20th level or higher) would be only 25 to 30 years old. After all, the true greats, such as the wizard Elminster are depicted as elderly.
 The first step in determining any character's age is to generate a starting age from Table 11 in the PHB. Now, divide that value by the absolute maximum age for the character's race (also determined from Table 11). Multiply the quotient by the character's actual maximum age (again from Table 11). This is the character's "geezer factor." If person playing the character is past middle age himself, double the geezer factor (everyone knows time passes faster for older people). If the person playing the character is a game advice columnist who has begun to ponder just how many people there are out there who just have to have a rule for everything, triple the geezer factor (because thoughts of this kind will make you old in a real hurry). In any case, for every 50,000 experience points the character earns he ages one geezer factor.
 There you go, simple. Go try the formula on a couple of sample characters to see how it works. I'll wait....
 Have you done that? I hope not, because the Sage was just pulling your leg.
 How about this as an alternate method: Determine the character's starting age (Table 11 again), and then figure out how much time has gone by in the campaign since the character started play. (Pretty clever, huh? That's why I get the big bucks.) If you need help with campaign time, check out Chapter 14 in the Player's Handbook and Chapter 14 in the DUNGEON MASTER® Guide. Of course, if you asked your question because you're creating a new character at level 20 or higher, just make him whatever age you want him to be. If you think 25 to 30 years old is too young, you're probably right. To set the character's age, start by thinking about how much game time it might take to gain 20 or more levels (if you haven't any idea, you probably shouldn't be creating characters of that level). Now consider any notable events from the character's past (you weren't really going to create a brand-new character of level 20+ without giving him a history were you?). For example, if a 20th-level warrior's claim to fame was that he lead the imperial army to victory 50 years ago, he's almost certainly going to be considerably more than 50 years old; after all, babes in diapers usually don't command imperial armies, but then again anything's possible in a fantasy game and there's always the chance the character has been subjected to some kind of magical age adjustment.
 In short, there is no hard-and-fast rule governing how fast characters age once they start play, its all a matter of judgment (and perhaps a little bookkeeping) on the part of the Player and the DM.
Attributes: 2E

Sage Advice #228, April 1996

This month, the Sage takes a long look at spells for the AD&D® game and, in honor of April Fool's Day, considers some questions that are just a tad odd.

Sage Advice #228 p. 84 (April 1996), Question: 1 🔗
If a wizard uses a shape change spell to turn into a dragon, can he pick what age category of dragon he turns into? If not, what age is the dragon? This is important, because a dragon's age category determines what spell-like abilities it has and how much damage its breath weapon inflicts.
 Because shape change is a 9th-level spell that costs 5,000 gp to cast, I'm inclined to be generous. Let the caster state the approximate size of dragon he's changing into, then check that size against the age table in the MONSTROUS MANUAL™ tome for the type of dragon the character has chosen. It's helpful to have the caster state the dragon's body length; you can calculate the creature's tail length separately if the need arises. For example, a wizard who changes into a red dragon with a body 100' long, he'd become a mature adult (because mature adult red dragons have body lengths ranging from 99' to 118'). The dragon's tail length would be about 90' (near the lower end of the range). The wizard would gain the dragon's Armor Class of –6 and the dragon's movement abilities: flight at speed of 30 (C) walking at speed of 9 and the ability to make jumps up to 30 yards. The wizard also gains a mature adult red dragon's physical attacks, immunity to fire, and infravision.
 The wizard does not get the dragon's breath weapon, spell-like abilities (including the ability to detect invisible creatures), or fear aura because these powers depend on a dragon's innate magical nature and superior intellect (if the DM is feeling particularly ungenerous, he can disallow the fire immunity as well). The wizard does not gain the dragon's magic resistance either, because a shape change spell never bestows magic resistance.
 Note that a character using the much weaker polymorph self spell can't change into a form any larger than a hippopotamus, which would limit the character to the form of a hatchling red dragon, and the caster would get no extra abilities beyond normal flight.
Attributes: 2E, Spell

Sage Advice #228 p. 84 (April 1996), Question: 2 🔗
If a creature with a breath weapon is subjected to a reduce spell, is the size of the breath weapon affected?
 No. Areas of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar abilities don't change when a creature's size changes. Though a gaze attack that actually requires an enemy to meet a creature's gaze (as opposed to merely being looked at) might be; human-sized creatures, for example, probably won't look into the eyes of a medusa that has been reduced to a height of two inches.Attributes: 2E, Spell

Sage Advice #228 p. 84 (April 1996), Question: 3 🔗
Can humans and demihumans enter an antianimal shell?
 No they can't. The shell keeps out any living creature that is wholly or partially composed of animal matter. Creatures wholly composed of plant matter or minerals (or some combination of plant and mineral) ignore antianimal shells. Undead are unaffected (because they are not alive) as are all creatures with a purely extraplanar origin. For example, tanar'ri, though basically "animal" aren't affected because they aren't from the Prime Material Plane.
 Note that humans and demihumans (and tanar'ri) aren't considered "animals" for game purposes (see next question).
Attributes: 2E, Spell

Sage Advice #228 p. 84 (April 1996), Question: 4 🔗
The description of the 5th-level priest spell animal growth says the spell is particularly useful when used in conjunction with charm person spells. Can this spell be used on humans and demihumans? Can the caster use it on himself?
 Actually, the description says the spell is useful in conjunction with a charm person or mammal spell, which affects both people and mammalian animals. Animal growth affects only animals; that is natural quadrupeds, insects, arachnids, avians, fish, and reptiles. As a general rule, animals fit into one of the aforementioned categories, have racial intelligence ratings of low (7) or worse, and have no magical powers. Humans, demihumans, and humanoids are composed of animal matter (see previous question), but they are not animals for the purposes of this spell or most other spells and items that affect only animals, such as speak with animals or the ring of mammal control. Note that exceptional animals with high Intelligence scores are still animals, and that exceptional humans, demihumans, and humanoids with low Intelligence scores are not.Attributes: 2E, Spell

Sage Advice #228 p. 84 (April 1996), Question: 5 🔗
An ESP spell allows the caster to detect the surface thoughts of creatures within the area of effect. Does this allow the caster to pinpoint the locations of creatures he cannot see due to size, invisibility, concealment, or whatever?
 The best the caster can do is know which direction the thoughts are coming from (left, right, ahead, behind, up, down, or some combination of these). If the caster spends one round studying an area containing hidden creatures, he can tell about how many there are, just as if he could see them, but he still doesn't know exactly where they are.Attributes: 2E, Spell

Sage Advice #228 p. 84-85 (April 1996), Question: 6 🔗
When a character uses a protection from magic scroll, do his own spells and magical items continue functioning? Can the globe of protection the scroll provides be removed with a dispel magic spell? What happens when another character enters the globe with magical items and spells running?
 The scroll creates a globe of anti-magic that negates all magical effects – including the scroll-user's own spells and magical items – for as long as they remain within the globe. A magical item or portable spell effect carried into the globe from outside ceases functioning the instant it enters the globe, but begins working again the instant it leaves (provided its duration hasn't expired). The globe is impervious to dispel magic spells.Attributes: 2E, Spell, Dispel Magic

Sage Advice #228 p. 85 (April 1996), Question: 7 🔗
Is there anything that can remove an anti-magic shell other than the minute chance that a Mordenkainen's disjunction provides?
 A wish or limited wish spell can negate the shell; remember that these two spells age the caster (and don't forget the system shock roll). A 10th-level dispel effect (see the DM™ Option: High-Level Campaigns book, Chapter Six) destroys the shell if successful.Attributes: 2E, Spell, Dispel Magic

Sage Advice #228 p. 85 (April 1996), Question: 8 🔗
The description for the meteor swarm spell says any creature in the straight-line path of the missiles receives the full effect of the spell without a saving throw. If the caster lines up two or more targets, do either of them get a saving throw? Where do the missiles detonate? Do they go off when they strike the first target or do they detonate at the range the caster chooses?
 If more then one target lies in a missile's path, they all suffer the full effects with no saving throw. The missiles detonate at the range the caster specifies, no matter how many targets they encounter along the way, unless they encounter a solid barrier that blocks them. In the latter case, missiles detonate at the barrier in the pattern the caster has specified. Note that each missile follows a path from the caster to its place in the detonation pattern, so each missile follows a unique path.Attributes: 2E, Spell

Sage Advice #228 p. 85 (April 1996), Question: 9 🔗
How do you apply the range listings for the various monster summoning spells? Do the creatures summoned have to be within range of the spell? Or can the caster make the creatures appear anywhere within the spell's range? If not, where do they appear? If so, when does the caster choose the spot where the summoned creatures appear?
 The range applies to where the monster appears in relation to the point where the caster was standing when he casts the spell. The caster must choose a point where the summoned monster or monsters will appear at the time of casting, some adjustments will be necessary when the monsters appear because the caster doesn't know exactly how many creatures he'll get. For example, a wizard standing in the middle of a corridor 20' wide and 110' long casts monster summoning I and chooses a spot straight ahead and 25' away, which is well within the spell's area of effect (a 30-yard radius). The spell summons five orcs. One orc appears exactly 25' from the caster. The remaining four must appear in the same general vicinity, but the caster can freely choose what formation they're standing in, so long as there is space available. He can't have them all standing in the same 5'-square area, because they won't all fit, but he could have them standing single file along the corridor or in a double row across the corridor. In any case, the orcs must appear next to each other, the caster can't string them out along the entire corridor, even though the whole corridor lies within the area of effect.Attributes: 2E, Spell

Sage Advice #228 p. 85 (April 1996), Question: 10 🔗
A rod of alertness senses creatures hostile to the rod wielder within a 120' radius. Does the rod indicate where the hostile creatures are if the wielder cannot otherwise detect them?
 First, note that the rod detects hostile creatures only when planted in the ground and commanded to do so. A character can't carry the rod around using it as an early warning system. When the rod gives the alarm, it gives no indication of where the creature (or creatures) it has detected is.Attributes: 2E

Sage Advice #228 p. 85 (April 1996), Question: 11 🔗
The sixth or indigo layer of a prismatic sphere or prismatic wall spell stops magical spells. What happens to any spell effects operating on a creature when it steps through the layer? Also, what, exactly, does the final "force field" layer keep out?
 No spell effect can pass through the indigo layer if cast so that its area of effect overlaps the sphere or wall or if the sphere or wall blocks a straight line between the spell caster and the target point; however, a spell cast on a creature is unaffected if the creature passes though the layer. Note that spells with mobile areas of effect that extend beyond the recipient stop at the sixth layer. Such spells either collapse if forced against the barrier (as is the case with protection from evil 10' radius) or simply keep the recipient from passing through the layer (as is the case with Ottiluke's resilient sphere).
 The seventh or violet layer stops everything except creatures who make successful saving throws vs. spell when they contact the layer. Such creatures and their equipment pass right through. Creatures who fail the saving through go to another plane. Objects propelled or thrust at the layer are deflected – if the wielder doesn't go with the object the object doesn't go through the layer.
Attributes: 2E, Spell

Sage Advice #228 p. 85 (April 1996), Question: 12 🔗
The description for the 4th-level priest spell spell immunity says it cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Does this mean a character could remove his protective magical items, cast or receive a spell immunity spell, then put his protective items back on and get the benefits of both the spell and the items? What happens if the character casts or receives the spell immunity spell first, then casts or receives other protective spells.
Spell immunity doesn't work when the recipient also enjoys magical protection from another source, no matter when the other source of protection takes effect. If the spell recipient is already magically protected, spell immunity has no effect. If spell immunity already is in place and the recipient receives another protective spell, he can choose which protection will affect him. If he chooses the additional spell, the spell immunity is completely negated, even if the new spell has a shorter duration than the spell immunity. If he chooses the spell immunity, the new spell remains inactive until the spell immunity expires or is dispelled. If the new protection spell's duration expires before the spell immunity expires, the recipient can get no benefit from it.Attributes: 2E, Spell

Sage Advice #228 p. 85-86 (April 1996), Question: 13 🔗
Just how do you go about deciding which questions go into this column anyway? If I e-mail you a question, will I get a personal reply?
 I begin selecting questions by reading all my monthly mail. I tend to discard any question I can't read or that I've answered recently. Once I've sorted everything once, I take a close look at what I've got left. I look for questions from people who have put some thought into their subjects before dropping me a line and for questions whose answers will help me make the whole game a little clearer for everyone who reads the column. If I have a theme in mind, I look for questions that fit the theme. If you want to improve the chances of getting a question into print, follow these guidelines:
 Type your question or print it clearly in ink or send in a clear, clean computer printout. If I can't read a question, it doesn't get answered.
 Get to the point. I really don't need to read your life story, or the histories of all the characters who were in play when your question came up.
 Before sending your question, get out your books and look – hard – for the answers.
 If you're e-mailing a question, mention what you're asking about in the subject line of the message. Subject lines that read "a question for the Sage" aren't helpful. In any case, the "Sage" doesn't send personal replies – not even if you mail your question and send an SASE.
Attributes:

Sage Advice #228 p. 86 (April 1996), Question: 14 🔗
During a recent adventure, I decided that my wizard would cast a magic jar spell and then posses himself. My character carried around the gem from the spell and used it to kill a medusa and a couple of beholders. My DM had a problem with this, so I just told him to read the spell description. He did, and he agreed that according to the wording I had not cheated or anything, but he also asked me to find out if that was a misuse of the spell. So what do you think?
 I think your DM overlooked the line in the spell description that says the spell ends when the caster returns to his own body, which is exactly what your character did when he "possessed himself." (If you're curious, it's the last line of the seventh paragraph.) I think its also occasionally okay for DMs to say, "No, you can't do that!" And then go on with the game.Attributes: 2E, Spell, April Fools

Sage Advice #228 p. 86 (April 1996), Question: 15 🔗
Are there any modules introducing dragon werebeasts?
 No, and there probably never will be because lycanthropy only affects humanoid creatures (see the MONSTROUS MANUAL™ tome, page 230).Attributes: 2E

Sage Advice #228 p. 86 (April 1996), Question: 16 🔗
A friend of mine had an elf character who became pregnant. After only five months of game time went by, he wanted to play the character again. He said it was okay, because elves are only pregnant for two months before having their babies. Did he lie?
 Whether your friend lied is a question for philosophers. Let's just say that he probably made up his "rule" on elven gestation on the spot so you'd let him play his character. There is no hard and fast rule about gestation periods for player character races in the AD&D game. Everybody pretty much agrees that humans gestate for about nine months. Most other human-size races should have similar gestation periods, or perhaps a little longer to account for their longer lives. One campaign I know about held that the gestation periods for elves was about seven and a half years, which is a bit too long if you ask me.Attributes: 2E, April Fools

Sage Advice #228 p. 86 (April 1996), Question: 17 🔗
The description for a bag of devouring says the bag is a lure for an extradimensional monster and that the bag is one of the creature's feeding orifices. Can this creature be killed? If so, can you retrieve items from it? What are its statistics?
 Yes, the creature can be found and killed, but only if the DM wants to take the time to create statistics for the creature and to design an adventure that might enable a party to track it down. Without such a special effort on the DM's part, the creature is out of reach. In any case, the creature digests everything it swallows and the best any group of would-be monster slayers can hope to retrieve would be a few random items from the critter's most recent snacks.Attributes: 2E

Sage Advice #228 p. 86 (April 1996), Question: 18 🔗
If a polymorphed female dragon mates with a human male and remains human during the pregnancy, will the offspring be human or a dragon/human hybrid such as. the draconians of the DRAGONLANCE® world? If the dragon changes back to dragon form, what sort of creature will emerge if the dragon lays an egg?
 The MONSTROUS COMPENDIUM® Annual Volume Two includes an entry for half dragons, but these are the results of unions between demihuman females (elf, dwarf, or gnome) and male gold, silver, or bronze dragons in demihuman form. A union between a male human or demihuman and a dragon in human or demihuman form produces no offspring.
 Note that draconians are not crossbreeds at all, but creatures created from good dragon eggs corrupted by evil magic.
Attributes: 2E

Sage Advice #228 p. 86 (April 1996), Question: 19 🔗
There seem to be some sloppy gaps in the current DUNGEON MASTER® Guide. When TSR gets around to doing a third edition, I hope it contains more standardized rules for dealing with daily occurrences. For example, I give you the following scenario, which I encountered the last time I ran a game:
 A party of adventurers kills a dragon in a hall dominated by an ancient dwarven throne carved entirely out of one giant emerald. Behind the throne is a magical elven airboat lying on its side. While the party druid goes to investigate the ship, the berserker gets good and drunk. While the druid searches the ship's hold the berserker finds a large keg of gunpowder and places it under the throne. Then he lays a trail of oil from the keg to the hall entrance. The berserker gets no response when he shouts to the druid, so he drops his torch and plugs his ears. Meanwhile, the druid emerges from the hold to see what the berserker wanted. Boom! Now, assuming that the throne fails its saving throw and the boat lies between the druid and the throne, what is the chance that the druid blows up, too? What are the chances that the entire party is killed by emerald shrapnel? If the druid survives the blast and the shrapnel, what are the chances the boat lands on her? How much damage does a medium sized eleven airboat do? Does the berserker get an extra experience points for inventing rocketry?

 Yeah boy, you've found a big hole in the rules all right. People go around blowing up furniture-sized emeralds with kegs of gunpowder all the time; this situation must have happened in campaigns here in the Lake Geneva area three or four times last week alone. Even as you read this, teams of designers are feverishly at work perfecting shrapnel rules for all types of gemstones, not just emeralds.
 Are you wondering just when these great new rules will be available to the general public? If you are, stop, because no such rules are being written.
 I'll start my real answer to this question by noting that slaying dragons and recovering throne-sized emeralds are not everyday events in well-run campaigns. Such things happen in great campaigns, but only as major events that cap a series of epic adventures. When PCs can bump off the game's biggest, baddest monsters and haul home tons of loot after every session the campaign is well on its way to being a memory (and probably not a fond one).
 Likewise, it's incumbent on the DM to put a little thought into encounters. If you place a keg of gunpowder in a treasure hoard, you darn well should decide what's likely to happen if the PCs blow it up long before the game starts. You can't predict everything players will have their characters do, but continual improvisation kills a campaign.
 So, before you decided your encounter was ready to play you should have decided how much damage potential that keg of power had. For brevity's sake, let's say your keg held 100 charges of powder (a pouch holds a maxim of 18, see DMG, page 238). That gives the whole keg of damage potential of 200 points and a blast radius of 15' (also from page 238 of the DMG). Knowing that, your next step is reconsidering whether to let that much destructive power into your game. You also should consider what the dragon would do with the powder; dragons aren't stupid, you know (it wasn't a red dragon, was it?). Now consider the conditions in the dungeon. Is the place fairly dry? (Wet gunpowder just doesn't blow up.)
 Lets assume the power was dry and your players really are silly enough to let the berserker waste it and put another party member in jeopardy at the same time. Now 200 points is a lot of damage, but gunpowder provides more push than smash, so the throne might break if it fails an item saving throw, but it's just not going to shatter. At worst, it's just going to hop a bit into the air and crack in half when it lands. Characters outside the 15' blast radius suffer no damage, which probably includes the druid if the boat's deck points away from the throne. Nor is the blast going be powerful enough to lift a boat large enough to have a hold so big that a character has to climb inside and search for awhile to find out what's inside. In any case the boat's bulk is going to absorb the blast and shield the druid.
 And, no, the berserker shouldn't get any extra experience from this little bit of silliness.
Attributes: 2E, April Fools

Sage Advice #229, May 1996

Join the Sage for a look into the inner workings of a few spells from the AD&D® 2nd Edition game and the particulars of some optional rules.

Sage Advice #229 p. 89 (May 1996), Question: 1 🔗
I run a FORGOTTEN REALMS® campaign. Recently, the PCs discovered and explored an ancient illusionist's crypt. Within, they found more that 80 stone tablets that comprised the dead illusionists spell books. The tablets were too heavy to move, so the party came back later and did rubbings of the tablets. All the spells were written in the secret language of illusionists. From what I can gather from the FORGOTTEN REALMS boxed set, this language possesses some dweomer. My impression is that it is resistant to comprehend languages and similar spells, and thus unreadable to all but actual specialty wizard illusionists. I would think that a secret language of wizards would not be susceptible to something as simple as this or other low-level spells. Is this correct?
 The 1st-level wizard spell comprehend languages cannot decipher magical writing or magically warded writing (see spell description, Player's Handbook, Appendix 3, page 172). Insofar as Ruthlek (the secret script used by illusionists in the FORGOTTEN REALMS world) is "dweomer guarded," a character using comprehend languages should not be able to read it. A read magic spell, however, does allow characters to read Ruthlek.
 On the other hand, copying spell books is a difficult process that takes time (one to two days of work per level of the spell being copied) and materials of the highest quality. Simple tracings or rubbings cannot duplicate a spell book.
Attributes: 2E, Spell

Sage Advice #229 p. 89 (May 1996), Question: 2 🔗
The DM™ Option: High-Level Campaigns book said mortals can go no higher than 30th level. Do phaerimm (of the FORGOTTEN REALMS setting) really have wizard abilities to 40th level?
 While mortals hit their limit when they reach 30th level, the phaerimm aren't necessarily cut from the same cloth as normal mortals are. The upcoming Arcane Age products provides the definitive answer to your question.Attributes: 2E

Sage Advice #229 p. 89 (May 1996), Question: 3 🔗
The High-Level Campaigns book states on page 144 that monsters have no THAC0 limits, but their THAC0 table stops at 16+ Hit Dice. Can they improve past the 16+ Hit Dice level?
 Yes. Just extend the progression from Table 39 of the DUNGEON MASTER® Guide. Monsters with 17 or 18 hit dice have THAC0s of 3, monsters with 19 or 20 hit dice have THAC0s of 1, monsters with 21 or 22 hit dice have THAC0s of -1, and so on. Note that the monster still misses if it rolls a 1 on its attack die, no matter what its THAC0 isAttributes: 2E

Sage Advice #229 p. 89 (May 1996), Question: 4 🔗
The High-Level Campaigns book did not show any special abilities gained by druids after 20th level. Do they still gain abilities to travel to the plane of Shadow, alternate worlds, and the Outlands (Concordant Opposition) from 21st to 23rd level?
 You're referring, I assume, to the extra abilities granted to the highest level hierophant druids in the old Unearthed Arcana tome. When I wrote High-Level Campaigns, I hadn't intended to allow druids the extra planar access or elemental summoning abilities they gained in Unearthed Arcana. Druids do receive all the abilities listed in High-Level Campaigns for priests of levels 20 and up, except for improved undead turning at 21st level. If you like, you can replace improved undead turning with the power to enter the para-elemental planes.Attributes: 2E, Class

Sage Advice #229 p. 89-90 (May 1996), Question: 5 🔗
Is it possible to cast a true dweomer (from the High-Level Campaigns book) whose final difficulty rating is more than 100?
 No. To cast a true dweomer, a character has to complete preparations for the spell and roll the final difficulty number or higher on 1d100. Obviously, if the spell's final difficulty is more than 100, the spell can't be cast (because you can't roll more than 100 on 1d100). Currently, there is no skill or item in the game that grants characters bonuses to difficulty rolls, but the spell caster can modify the spell by adding special conditions and material components that reduce the difficulty number.
 Using material components and special conditions to reduce a spell's difficulty has some limits, as explained on pages 130 through 133. If the caster can't provide enough conditions and components to lower the final difficulty to 100 or less, he can double the spell's preparation time and reduce the spell's final difficulty by half. If that still doesn't do the trick, the caster has to go back to the drawing board and redesign the spell or go looking for enough exotic spell components to get the difficulty down to a workable number; there's no limit to the number of exotic material components used in a true dweomer.
 Casting true dweomers requires patience, dedication, and imagination from both the player and the DM. A powerful true dweomer could take years of game time to complete as the caster scours the land for components. If either the DM or player doesn't feel up to it, it's best not to use true dweomers at all.
Attributes: 2E

Sage Advice #229 p. 90 (May 1996), Question: 6 🔗
I have been wondering, can a dragon use its breath weapon if its mouth is shut? What if someone was in the dragon's mouth? How much damage would the person suffer? How much would the dragon suffer?
 Whether any monster can use a breath weapon with its mouth shut is entirely up to the DM. Common sense suggests that a dragon (or any other creature with a breath attack) would have to open its jaws at least a little to loose a breath weapon. But, it is also reasonable to assume that a creature can use its breath weapon if it can breathe. It doesn't matter which option you choose, so long as you use it consistently.
 Note that just tying a creature's mouth shut probably won't guarantee that it can't use its breath weapon, it might break the bonds or work them loose and blast away when its captor least expects it.
 In any case, a creature with its mouth clamped shut suffers no ill effects when it tries to loose a breath weapon.
 A creature loses all Dexterity adjustments to saving throws and suffer a -4 saving throw penalty if it's unfortunate enough to be stuck in a dragon's or other monster's mouth when the monster uses a breath weapon. A creature stuck in a monster's mouth never blocks a breath weapon; the breath affects the stuck creature and fills its normal area of effect, too.
Attributes: 2E

Sage Advice #229 p. 90 (May 1996), Question: 7 🔗
Does the +1 bonus to damage from the chant and prayer spells apply to damage that spells inflict? If so, does the bonus apply to each die of damage or to the whole total?
 The damage bonuses or penalties apply to any attacks the spell recipients make, including spell attacks. The bonus or penalty applies to the damage roll, not to each die used in the roll. If an attack, such as a fireball spell, affects multiple creatures at once, the bonus or penalty is applied once to the damage roll. If an attack is split up so that it affects several creatures individually, such as a magic missile spell, the bonus or penalty is applied to the damage each creature receives. Attacks that inflict no damage aren't subject to the damage bonus or penalty. Damage that results indirectly from an attack is not subject to the bonus or penalty. For example, if someone pushes a creature off a cliff or into a tire, the resulting falI or burn damage is not affected. The attack was the push, which inflicted no damage.Comment: Same answer as given in issue #206Attributes: 2E, Spell

Sage Advice #229 p. 90-91 (May 1996), Question: 8 🔗
The 8th-level wizard spell spell engine from the FORGOTTEN REALMS setting absorbs spell energy from any spell or spell-like effects cast in its area. The spell description says symbols, glyphs, and abjuration spells already operating in the engine's area when it activates are not neutralized. This implies that other spells in the area are. For instance, a wall of force (an evocation spell), would be negated if a spell engine activates in its area. Is that correct?
 Yes, that's correct. Note that a spell is "already operating" if it is cast outside the spell engine's area of effect and then brought into the area. For example, an anti-magic shell created outside the spell engine's area and then moved so that its radius overlaps the spell engine's area is not neutralized. Instead it temporarily negates the spell engine's effects within the area of overlap. If the anti-magic shell's area of effect overlaps the spell engine's area at the time of casting, however, the anti-magic shell is negated; the spell engine prevents the shell from forming. Note that only symbols, glyphs, and abjuration spells have this property. Other mobile spells end when brought within a spell engine's area. Note also that a dispel true dweomer (from the High-Level Campaigns book) can destroy a spell engine.Attributes: 2E, Spell

Sage Advice #229 p. 91 (May 1996), Question: 9 🔗
What sort of limits apply to the contingency spell? Does contingency activate another spell only once? Or does a contingency activate a spell an unlimited number of times while the contingency duration (one day per caster level) lasts? If the latter is true, one might cast contingency and designate an armor spell as the contingent effect with the trigger being "whenever the armor spell currently protecting me runs out." The contingency caster would get continuous armor protection for many days, right? What kind of triggers can the contingency caster specify? Can he bring a contingent spell into being just by snapping his fingers? Also, does the caster's situation have any effect on a contingent spell? For example, if the caster is bound and gagged when the trigger occurs, does the contingent effect still occur?
 The contingency spell must be cast simultaneously with one other spell. The companion spell is essentially precast and takes effect only when the contingency triggers it. Once the companion spell is triggered, the whole spell complex ends. The caster cannot load multiple spells into the contingency nor can he add new spells once the original spell has been triggered. If the caster wants to duplicate a particular effect, he must cast the contingency and the companion spell all over again (but note that a character can have only one contingency operating at a time). The contingency spell's duration really should read "one day per caster level or until triggered."
 The condition that triggers the contingency can be just about anything the caster can imagine, but it has to be fairly simple. Generally, it must be a single event or condition, not a series of things. When the DM decides a contingency might fail, he is free to decide how likely the failure will be. It could be automatic, or there could be a saving throw, ability check, or other die roll involved—whatever the DM thinks is reasonable.
 Because the companion spell is cast along with the contingency spell, the caster's state of being when the contingency is triggered doesn't matter, the caster can be bound, gagged, unconscious, or even dead when the spell takes effect.
Attributes: 2E, Spell

Sage Advice #229 p. 91 (May 1996), Question: 10 🔗
What is the duration, and area of effect of the 4th-level priest spell call woodland beings? Is it okay to use the duration and area of effect from the wizard monster summoning spells?
 Don't use the statistics for any of the monster summoning spells — call woodland beings works in a different way.
 Unlike the monster summoning spells, call woodland beings only summons creatures that are within the spell's range. Also unlike the monster summoning spells, the summoned creature (or creatures) doesn't appear in some location the caster designates — it travels to the caster's location, which can take quite some time. Call woodland beings has no definite duration. The creature remains just long enough to render the caster some service, then it departs. Note that the creature might depart immediately if the caster asks it to fight (see spell description, Player's Handbook, Appendix 4, page 274). In any case, the creature called leaves the caster under its own power; it doesn't vanish when the spell ends or when killed as a summoned monster does.
Attributes: 2E, Spell

Sage Advice #229 p. 91 (May 1996), Question: 11 🔗
In the PLAYER'S OPTION™ combat system (from the Combat & Tactics book) is failing to turn to meet an enemy attacking from behind the same as turning your back on that enemy? Let's say a character is engaged in fighting a couple of bugbears, and another bugbear comes up from behind and attacks. Does that bugbear get an attack of opportunity if the character doesn't turn around? Would the bugbear get another attack of opportunity the next round if the character still doesn't turn around?
 No, failing to turn and meet an opponent is not the same as deliberately turning one's back on an opponent. Creatures are assumed to make some kinds of defensive maneuvers — even against opponents attacking from behind — unless they're completely helpless. Note, however, that many actions provoke attacks of opportunity. Firing a missile, for example, provokes an attack of opportunity, even when the opponent is standing behind the character firing the missile.Attributes: 2E

Sage Advice #229 p. 91 (May 1996), Question: 12 🔗
In the Combat & Tactics rules, how many attacks of opportunity would a character armed with a long weapon, such as bardiche, which has a melee reach of two, receive if he has chosen the guard action and someone charges him from the front?
 None. The guarding character would get his normal melee attack the moment the charging opponent came within reach, but wouldn't get an attack of opportunity unless the opponent did something to provoke it, such as turning its back on the bardiche wielder or leaving the area the bardiche wielder threatens. Just moving around within an area an opponent threatens does not provoke attacks of opportunity.Attributes: 2E

Sage Advice #229 p. 91 (May 1996), Question: 13 🔗
What's the difference between offensive and defensive disarms in the Combat & Tactics rules? Why would anyone choose an offensive disarm when defensive disarms work just as well?
 The difference lies in when the disarming attempt is resolved. Offensive disarms are resolved during one of the disarming character's own attack phases. Defensive disarms are resolved when the disarming character's opponent attacks. Offensive disarms have two potential advantages. First, if the character attempting to disarm is entitled to multiple attacks during a round, he can automatically cover a disarmed opponent with the remaining attacks, which should allow him the first strike if his disarmed opponent doesn't surrender. Second, if the character gains the first action during the round and succeeds with an offensive disarm, the opponent will be weaponless when his turn comes to attack. Even if the character who made the disarm doesn't have another attack he can use to cover the disarmed opponent, he might get an attack of opportunity when the opponent tries to retrieve his dropped weapon.Attributes: 2E

Sage Advice #230, January 1996

This month, the Sage looks at spells, magical items, and optional rules for the AD&D® game. The sage also pauses to explain some of his own recent advice.

Sage Advice #230 p. 93 (January 1996), Question: 1 🔗
Please give me a clarification on the 5th-level wizard spell contact other plane. The optional rule box about aligned planes mentions a correlation between the caster's level and the maximum intelligence that he may contact, though the main spell description mentions nothing about caster level other than the number of questions that may be asked. Are there actually such limits on the contactable intelligence or may the wizard choose to contact whichever intelligence he wishes from the outset?
 No matter which rule you use, the mind contacted is determined randomly, usually by roiling 1d10. If you use the optional rule, the spell caster picks the plane he contacts. If the caster chooses an outer plane, roll 1d8 instead of 1d10. A roll of 1 indicates that caster has contacted the equivalent of an Astral intelligence. A roll of 8 indicates the caster has contacted a being with an Intelligence score of 25. However, any difference in alignment between the caster and the prevailing alignment on the plane contacted (see the PLANESCAPE™ boxed set) reduces the intelligence the caster actually contacts by reducing the die roll (which is always at least "1"). The reduction works as explained in the optional rule box. The reference to the caster's level in the optional rule box is superfluous because caster level has no bearing on the intelligence contacted.Attributes: 2E, Spell

Sage Advice #230 p. 93-94 (January 1996), Question: 2 🔗
When developing new characters for the AD&D game, do the initial scores rolled for Ability Scores include the racial bonuses? Or is the bonus given after a roll meets the minimum? For example, a minotaur needs a Constitution of 12 as a minimum requirement. Minotaurs also receive a +2 bonus to their Constitution. If the player rolls a 10, can he add the bonus to meet the minimum requirement? Or must the player roll a score of 12 on the dice first, then apply the bonus?
 In most cases, a new character has to meet the ability score requirements for his race before making any racial adjustments to Ability Scores. For example, if a player rolls a 10 for a character's Constitution score and an 18 for the same character's Charisma score, that character cannot be a dwarf because Table 7 in the PHB lists a minimum Constitution of 11 for dwarves and limits dwarves to 17 in Charisma. The character can't be a dwarf even though dwarves get a +1 Constitution bonus and a -1 Charisma penalty because the player must consult the table before making any adjustments. The same character could become a gnome, however, and would apply the ability adjustments for gnomes from Table 8. Note that at the beginning of play, a dwarf's maximum Constitution score is 19 (18+1) and a dwarf's maximum Charisma score is 16 (17-1).
 Unfortunately, not all the expansions to the AD&D game follow the PHB's example. For instance, the Complete Book of Humanoids lists adjusted scores in its racial ability score tables. (This explains why Table 12 includes so many numbers lower than three and higher than 18.) In this case, the player must make the racial adjustments to the character's ability scores and consult the table. If the character doesn't meet the requirements after the adjustments, the character's Ability Scores revert to their unadjusted values and the player has to choose a different race for the character.
Attributes: 2E

Sage Advice #230 p. 94 (January 1996), Question: 3 🔗
My question pertains to the psionicist power ectoplasmic form. One of the players in our group is rather fond of turning into ectoplasmic form, picking up objects, sticking them into people, and letting go. He claims this is an instant kill. Is this valid? Is it an evil act? Are there any special saving throws applicable? Also, what are the effects of sticking objects into objects?
 No, what you describe isn't a valid use of the ectoplasmic form power. No, it's not necessarily evil. No, there are no special saves.
 A character assuming ectoplasmic form can take along clothing, armor, and up to 15 Ibs. of equipment he's carrying. Weapons, backpacks, magical items, and the like don't automatically come along; they count toward the 15-lb. limit. The character has to leave any excess equipment behind. Anything the character isn't holding or carrying when he assumes ectoplasmic form doesn't go along. So the character cannot assume ectoplasmic form, walk across a room, pick up a rock, and make that ectoplasmic too.
 Anything the character converts into ectoplasmic form stays in that form until the character resumes his own normal form, even if the character drops the object. Resuming normal form inside a solid object or inside another creature can be harmful, but only to the ectoplasmic creature. The solid object or creature has dibs on the space it occupies. At best, the ectoplasmic creature or object is displaced a sufficient distance so it can materialize without harm. I suggest, however, that the ectoplasmic character is violently forced through a dimensional rift to the Ethereal plane, suffering 3d10 hp damage — with no chance for a saving throw. Sticking an ectoplasmic object into something else and materializing is just as nasty as sticking part of the character's body into something; the person responsible for making the rift is drawn inside of it and suffers damage.
Attributes: 2E

Sage Advice #230 p. 94 (January 1996), Question: 4 🔗
Would you please clarify the use of the feign death spell, particularly with regard to its casting time of ½? Does this mean that the caster uses it just prior to an opponents' attack? Is it so quick that the attacker does not realize that the spell was cast? If the spell is cast prior to an attack does the attack now hit automatically? Won't the attacker become suspicious if the caster "drops dead" after a missed attack?
 Technically, a spell's casting time is added to the caster's initiative roll to determine exactly when the spell takes effect. Since the initiative system uses only whole numbers, the casting time of ½ is problematical. In this case, I think the intent is to allow the caster to cast the spell pretty much instantaneously. I recommend treating feign death like an innate ability, but with no initiative modifier. An opponent can beat the caster to the punch, but he can't disrupt the spell. The caster can time the spell so that it takes effect right after an opponents attack if he wishes.
 The spell has a verbal component, so an alert opponent might notice the casting. An opponent successfully using the spellcraft proficiency while watching the spellcaster would know the caster used a necromantic spell. Other witnesses might be allowed a slim chance — no better than a check vs. one half Intelligence — and then only if they had some reason to suspect a spell. (Feign death has no somatic or material component, so its not easy to catch.) In any case, combat in the AD&D game always works in the abstract; "misses" might very well actually strike the target (albeit ineffectually), and some "hits" might not make contact at all. (Maybe the target pulled a hamstring while avoiding the blow.) Any attack that causes the target to drop dead is likely to be interpreted as a hit. If a PC made the attack, simply note the attack roll's result and announce that the blow connected and slew the target. Let the player puzzle out what happened. If an NPC made the attack, consider how alert the character might be to tricks. Someone very sure of himself might very well believe he made a killing blow, while someone familiar with the caster's reputation might become suspicious if a famous character goes down too easily. Some monstrous foes might try to drag the "slain" character back to their lairs for snacks.
Attributes: 2E, Spell

Sage Advice #230 p. 94 (January 1996), Question: 5 🔗
According to the PLANESCAPE rules, the farther a priest is from her power, the lower level she effectively becomes. If a priest casts a defensive spell on a plane near to her power, then goes to another plane farther from her power, would the spell still be active even though she effectively dropped several levels in ability? For instance, a 7th-level priest in my party cast magical vestment on herself in the Beastlands just prior to entering a portal to the Grey Waste, where she "lost" six levels of ability. Would the spell still be active for its duration even though the caster could no longer cast it?
 When plane hopping, a spell functions according to the conditions that prevailed when the spell was cast, unless the local condition is an absolute. A flame blade, for example, goes out if carried onto the elemental plane of water, where no fire spell works. In your example, magical vestment keeps working at full power, because the character was functioning at full power when she cast the spell. See the upcoming Planewalker's Handbook for more information.Attributes: 2E, Spell

Sage Advice #230 p. 94 (January 1996), Question: 6 🔗
How many volumes will the upcoming Wizard's Spell Compendium have? Will there be similar volumes for priest spells?
 The current plan is for three volumes of the Wizard's Spell Compendium, followed by one or two volumes of priest spells. I'm sorry I can't be more exact, but there's just no way to tell exactly how many spells there really are until somebody actually finishes compiling them all.Attributes: 2E

Sage Advice #230 p. 94 (January 1996), Question: 7 🔗
Page 123 of the Complete Druid's Handbook lists several spells I have never heard of and that aren't listed in the book. Where can I get information on spells such as ceremony and precipitation? Also, why are some of the spells' levels changed, like cure light wounds as 2nd-level spell and finger of death as a 7th-level spell?
 Pages 122 and 123 of the Complete Druid's Handbook describe druids as they appeared in the original AD&D game. That's why some of the spell levels are different. The spells you're asking about came from the Unearthed Arcana tome, now long out of print. Current plans call for both spells to be included in the upcoming Priest's Spell Compendium, but that's subject to change.Attributes: 1E, 2E, Spell

Sage Advice #230 p. 94-95 (January 1996), Question: 8 🔗
A sword of sharpness has a +1 bonus for attack rolls and damage and it severs a limb on a modified roll of 19-21. If a sword of sharpness had a +3 magical bonus (such as the one carried by Prince Melf Brightflame in the From the Ashes boxed set), how likely is it to sever a limb? What about a vorpal weapon? Would a vorpal sword +5 sever necks on rolls of 20-25?
 The DM has two options. First, he can assume that the sword severs a limb on any attack roll that totals 19 or more, considering only the sword's +3 bonus; that is, on an attack roll of 16 or more. (Bonuses from Strength specialization, race, combat conditions, and so on never apply to the score to sever.) Alternatively, he can assume the sword severs a limb on an attack roll of 18 or higher, just as a normal sword of sharpness does. I prefer this option.
 It doesn't matter which option you choose, so long as you apply it consistently. In either case, the attack must succeed to sever a limb. If the sword wielder rolls a 19 and still manages to miss, the sword severs nothing. Note that the actual number required to sever varies with the type of opponent. The base number to sever for a regular sword of sharpness is 18 for a normal opponent, 19 for an opponent larger than man size, and 20 for solid metal or stone opponents. If you choose the first option, the numbers would fall to 16, 17, and 18.
 Non-standard vorpal swords can work the same way. The normal vorpal swords severs the neck on a roll of 17 for a normal opponent, 18 for an opponent larger than man size, and 19 for solid metal or stone opponents. If you choose the first option, the numbers for a vorpal sword +5 would fall to 15, 16, and 17.
Attributes: 2E

Sage Advice #230 p. 95 (January 1996), Question: 9 🔗
How do you handle initiative for a priests attempt to turn undead? The rules say a turning attempt counts as an action for the character and takes one round. It also says that the turning effect occurs during the priests turn in the initiative order and that any opposing undead might get to attack the priest before he can make the attempt. I notice that Table 56: Optional Modifiers to Initiative does not include an entry for undead turning. Does this mean the priest always goes last if he attempts undead turning? That could be pretty rough on a lone priest facing a group of undead.
 A turning attempt counts as the priest's sole action for the round; the priest cannot move, attack, cast a spell, use a magical item, or take any other significant actions during the same round as a turning attempt. (In the PLAYER'S OPTION™ combat system, a turning attempt is a no-move action.) The priest rolls for initiative normally, and the attempt is resolved during the priest's normal place in the initiative order. There is no entry for turning attempts on Table 56 because undead turning is neither particularly slow nor particularly fast — the priest makes an unmodified initiative roll unless some other factor also applies (see Table 55: Standard Modifiers to Initiative).Attributes: 2E, Turn Undead

Sage Advice #230 p. 95 (January 1996), Question: 10 🔗
Do gauntlets of ogre power affect the wearers maximum encumbrance or ability to open doors?
Gauntlets of ogre power grant the wearer 18/00 Strength in the hands, arms, and shoulders. The wearer enjoys the benefits of the increased Strength in combat and most "bend/bars" lift gates rolls. The bonus doesn't apply to feats of strength that involve the whole body, which generally includes carrying loads and opening doors. If you're using the subabilities from the Skills & Powers book, the gauntlets increase the wearer's muscle score only, and then only for actions the character performs with his hands, arms, and shoulders.Attributes: 2E

Sage Advice #230 p. 95 (January 1996), Question: 11 🔗
The Skills & Powers book allows priests to spend character points to purchase a school of wizard spells and use them as priest spells. Does this mean the priest can cast these spells while wearing armor? Can the priest fill his bonus spell slots from high Wisdom with these spells? Can the priest spend extra character points and gain more than one school of wizard spells?
 The selected school of wizard spells works just like a sphere of priest spells in all respects. The character can memorize and cast them freely without sacrificing any priest abilities (and the spells can fill bonus spell slots from high Wisdom). The DM should feel free to limit which schools might be available. (A deity of truth might balk at granting a cleric or priest illusion spells.) I strongly recommend that you do not allow anyone to purchase more than one school of wizard spells for a priest character.Attributes: 2E, Class

Sage Advice #230 p. 95+97 (January 1996), Question: 12 🔗
In issue #228, you mentioned the spells that could remove an anti-magic shell. What about the spell spellstrike from the FORGOTTEN REALMS® setting? As it is, in a sense, a "retroactive" dispel magic could it remove an anti-magic shell?
 Yes, but remember that spellstrike negates only spells and effects created (cast) during the round in which the spellstrike is cast or during the previous round.Attributes: 2E, Spell

Sage Advice #230 p. 97 (January 1996), Question: 13 🔗
I enjoyed your response in issue #228 to the reader who objected to your answer about the frisky chest spell back in issue #225. But you didn't quite handle all his objections. Do you really advocate changing the rules in the middle of the game to restrict player innovation? If not, when should a DM introduce a weight limit for frisky chest as you suggested? By the way, is it really impossible to stack one's slain or paralyzed comrades on a Tenser's floating disk?
 Of course you shouldn't change the rules during the game; that's just common courtesy. The proper time to introduce rules changes is sometime after the game ends and before the next game begins. It's often helpful to write your rules changes down and keep them handy for future reference. By the way, the frisky chest spell is due for a major overhaul. In addition to a weight limit (100 Ibs. per caster level), an area of effect reduction also is officially in the works, most likely 10 cubic feet (about 2' x 2' x 2½') instead of a 10' cube. The upcoming Priest's Spell Compendium will contain the revised spell.
 Yeah, you can carry bodies on a Tenser's floating disk, or just about any other objects or creatures you can heap onto the disk (keeping them there might be a separate problem). On the other hand, you can't use the disk as a weapon or a battering ram. It's a load carrier, period. You can't use a disk to bowl over opponents or smash things. A disk just floats around like a blimp, giving no more than a gentle bump when it strikes a creature or object.
 In any case, I certainly hope everyone who reads this column realizes that the DM's task is keeping the game under control without being a spoilsport.
 The reason you ought not to let PCs use frisky chest spells to make their treasure walk out of the dungeon is because that kind of thinking eventually leads to all kinds of other "innovations" that could make the DM consider more rewarding games — like solitaire. For instance, let's say the party discussed in issue #225 took some of the proceeds from their 10' golden statue and invested in two or three 10' granite statues. Then, they cast frisky chest on a statue (which weighs in the neighborhood of 3,000 Ibs.), and the party's lead fighter herds it along. Now the party has a statue leading the way wherever it goes. (They also cast a continual light spell on the statue's upraised hand so that it doubles as a torch bearer.) With the statue in the lead, the party no longer has to fear traps, because the statue will trip them as it walks 3-10' ahead of the group. If the statue falls into a pit, no matter. Someone just hops in after it and the statue flies right out again (assuming the DM isn't going to do anything to stifle player innovation, like require an item save when the statue falls into the pit or put something in the pit that the PCs don't want to jump into).
 While the party chases its frisky statue through the dungeon, anything foolish enough to stand in the party's way finds a ton and half of crushing stone plowing through as the party charges right in. The party might run their ton-and-a-half juggernaut into any door they find, smashing it to flinders. Of course, the spell description says the statue avoids getting with 10' of anyone but the caster, so it couldn't be used to crush opponents, and the frisky item moves only through open space, so it won't smash through barriers. On the other hand, a group that can talk the DM into letting them get away with using frisky chest as a permanent animate object probably needn't worry about little things like what the rules say.
 If the party took along an extra frisky chest spell, they'd have no need for spells like Tenser's floating disk; they need only take any old dungeon door off its hinges and apply frisky chest. The door will galumph along carrying anything the PCs strap or nail onto it.
 Even if the party only used frisky chest to turn a statue into a trap springer, they still would be getting more mileage out of this 2nd-level spell that they could get out of the 6th-level priest spell animate object (which has a shorter duration and produces considerable slower movement rates for large objects) or the 5th-level wizard spell avoidance (which affects only objects with volumes of 27 cubic feet or less). That alone should set alarm bells ringing in any sensible DM's head.
Comment: This answer from #228 seems to be an error. Continued in #238Attributes: 2E, Spell

Sage Advice #230 p. 97 (January 1996), Question: 14 🔗
Magic and technology are different, you said in issue #228. However, any sufficiently advanced technology is indistinguishable from magic. What do you say to that?
 I'd say you've stumbled across an excellent illustration of my point. "Sufficiently advanced" technology becomes indistinguishable from magic because its effects appear so miraculous that an observer can find no rational explanation for them.
 Any 20th-century person with a grade-school education knows something about how a laser works, but if a person from a medieval culture finds a laser and discovers that he can toast bread with it, he's apt to think of it as a magical bread toaster. He has no idea the laser emits a coherent beam of light through the stimulated emission of radiation, and, lacking that knowledge, he's not going to discover laser surgery. If someone else comes along and demonstrates other uses for the laser, the medieval fellow is going to think of the technician as some sort of wizard.
 The difference between technology and magic is this: technology depends on an understanding of reality. Technology works the way it does because someone has thought through a chain of cause and effect that gives a predictable result. For example, a light bulb lights a room because somebody with an understanding of electricity and metallurgy created a situation in which the light bulb must glow brightly when somebody throws the switch.
 Magic, by contrast, does not take advantage of some clever person's knowledge of reality, it literally changes reality to suit the user's taste. In the AD&D game, each spell's ability to change reality is narrowly defined in the spell description. It's helpful to think of any magical spell as a minor wish with a predetermined effect. If your character wants light, he casts a light spell, and he gets light — but that's all he gets. Of course, the character can do some clever things with that light, such as blind somebody by making the light appear on the end of his nose, but no character will ever bake a cake or incubate an egg with the waste heat from the light spell as one can with an incandescent light bulb, because there isn't any waste heat.
 Spells often prove to have some curious limitations (at least to 20th-century minds). A magic missile won't affect objects, only creatures. A magic missile doesn't "know" a creature from an object, but the terms of the spell, just like the terms of a wish, allow it to affect only creatures.
 It's important to keep the foregoing in mind when deciding how a spell functions in an unusual situation. Unlike technology, a spell acts in a manner suited to its purpose or it does nothing at all. Consider the frisky chest spell that started this discussion. The spell is supposed to keep intruders' hands off the caster's stuff. Knowing that, it's no great leap of logic to realize that frisky object is going to move in a contrary fashion when somebody starts chasing it around a dungeon.
 In any case, it's incumbent on players to put themselves in a frame of mind suited to the fantasy worlds where their characters live. When playing the AD&D game, you need to think like a person living in a magical world would think, not like a person living in the technological world of the late 20th century would think.
Attributes: 2E, Spell

Sage Advice #231, July 1996

Join the Sage this month as he reveals a method for creating psionicist PCs with the rules presented in the PLAYER'S OPTION™: Skills & Powers book and considers a few magical oddities from the AD&D® game.

Sage Advice #231 p. 89-90 (July 1996), Question: 1 🔗
I'm sure you've been asked these questions dozens of times, so how about some answers? How do you create psionicist PCs using the rules in the Skills & Powers book? How do the subabilities from Chapter 2 affect psionicists and wild talents? Can non-psionicists buy wild talents with character points?
 Well, not exactly dozens of times, but often enough (three times in the past month). Here's an unofficial method for building psionicists with character points, largely based on some excellent suggestions from reader Emery Wilson:
 A psionicist receives 35 character points to spend on class abilities. Abilities cost 5-15 points. Any unspent points can be saved to buy proficiencies or saved for use in the game.
 All psionicists use the saving throw and MTHAC0 tables on page 149 of the Skills & Powers book.
 Psionicists use the THAC0 table on page 149 of the Skills & Powers book unless they purchase better combat abilities during character creation.
 All psionicists use the experience level table on page 154 of the Skills & Powers book.
 Psionicists use the Psionic Progression table on page 154 Skills & Powers book unless they purchase better psychic abilities during character creation.
 Psionicist roll six-sided dice to determine hit points unless they purchase larger hit dice.
 Unless stated otherwise, a character can take each ability only once and only when the character is first created.
Armor Use (5/10): The psionicist can employ small shields and padded, leather, studded leather, or hide armor. As a 10-point ability the psionicist can use small or medium shields, any of the armor types listed above, plus brigandine, chain mail, ring mail, scale mail, or metal lamellar armor. If the psionicist does not take this ability, he can wear no armor and cannot employ shields.
Attack Mode of Choice (10): The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.
Combat Bonus (10): The psionicist uses the priest THAC0 chart.
Contact (5/10): The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra attack modes as though he were two levels higher than his actual level. For example, a 1st-level psionicist would receives two attack modes. The character can never have more than five attack modes. If the psionicist does not take this power, he can purchase the contact proficiency any time he has five character points available.
Followers (5/10): The psionicist become a contemplative master at 9th level. A 1st-level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the master's Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.
Guarded Mind (5/10): The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.
Hit Point Bonus (10): Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.
MAC Bonus (10): The psionicist's Mental Armor Class improves by -1. Note that no MAC value can fall below -10.
Mental Defense (5/10): The psionicist can close his mind to psychic contact and gains defense modes as shown on the Psionic progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist receives two defense modes. The character can never have more than five defense modes. If the psionicist does not take this power, he has an open mind, just as if he were a non-psionic character. If the psionicist does not choose this ability at the beginning of play, he can purchase the five-point version whenever he has five character points to spend. The 10-point version is available only at the beginning of play.
Penetrating Mind (10): The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicist's clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.
PSP bonus: The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice. The psionicist still gains only three extra PSPs plus his Wisdom bonus per level at 10th level and beyond.
Psychic Adept (10): The psionicist receives extra powers according to the table below instead of the Psionic Progression table in the Skills & Powers book. The two disciplines the psionicist chooses at first level count as primary disciplines (see Skills & Powers, page 154).
Psychic Adept Power Progression
Exp*
Level
Total
Disciplines
Total
Sciences
Total
Devotions
1 2 2 4
2 3 2 6
3 3 3 8
4 3 3 10
5 3 4 11
6 4 4 12
7 4 5 13
8 4 5 14
9 4 6 15
10 5 6 16
11 5 7 17
12 5 7 18
13 5 8 19
14 5 8 20
15 5 9 21
16 5 9 22
17 5 10 23
18 5 10 24
19 5 11 25
20 5 11 26

Range Boost (5/10): The ranges of all powers within the psionicist's primary discipline increase by 25%. If the psionicist is a psychic adept, he has two primary disciplines. At base cost (5), the ranges of only one discipline's powers increase. For a cost of 10 character points, the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch remain unaffected by this ability.
Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.
Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist specializes in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.
Weapon Use (5/10): The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff, sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his mental powers in combat.
Psionics and subabilities: If the rules for subabilities are in play, then Constitution/Fitness, Intelligence/Reason, and Wisdom/Intuition determine a psionicist's PSP total. Wild talent checks use the same set of scores.
 Wisdom/Willpower determines a character's base MAC, and Intelligence/Reason determines a character's MAC modifier.
Buying Wild Talents: A character can purchase a wild talent as a trait for 9 character points. The character need not make a wild talent check, but must roll randomly to determine what the wild talent is (see Skills & Powers, page 156). Note that a character could make a normal wild talent check and use a character point to reroll if the check fails.
Comment: More Psionic character point costs are added in issue #235Attributes: 2E, Class

Sage Advice #231 p. 90 (July 1996), Question: 2 🔗
Does a scarab of protection allow saving throws against spells such as dispel magic and Mordenkainen's disjunction? If a character has one of the rare scarabs of protection +2, how do you calculate the saving throw bonus against effects that normally allow no saving throws? For example, a character has a scarab of protection +2, a ring of protection +2, and a cloak of protection +2. What is the character' s saving throw number against a magic missile spell?
 A scarab of protection sometimes allows a saving throw against dispel magic and similar spells, depending on how the spell is used. If a the dispel is cast directly on the scarab wearer or his items, the wearer has a saving throw and the scarab's bonus applies. (Technically, the items gets the saving throw, but its exactly the same as the wearer's, see the dispel magic spell description). If a spell such as dispel magic, Mordenkainen's disjunction, or continual darkness is cast on the area containing the scarab wearer, the wearer gains no saving throw because the spell is not directed at him. The scarab wearer might find it inconvenient — or even fatal — to have spells affecting him dispelled or disjoined, but that's just a consequence of the spell being there. The situation is similar to what happens when a magic-resistant creature finds itself in one of these spell's areas of effect, there is no magic resistance roll because the spell in question is not working directly against the creature.
 According to the scarab of protection description, when the wearer is subjected to a spell attack that allows no saving throw, such as magic missile, the wearer gains a saving throw of 20 plus any other magical saving throw bonuses he might have; the character in your example would get a saving throw of 16 against the magic missile spell no matter what kind of scarab he was wearing. I know of some referees who rule that the base saving throw of 20 accounts for the scarab's first plus (and who give a base saving throw of 19 to characters wearing a scarab of protection +2). This seems a reasonable house rule to me.
Comment: A similar question is asked again in issue #270Attributes: 2E, Spell, Dispel Magic

Sage Advice #231 p. 90 (July 1996), Question: 3 🔗
My group has found a lich's phylactery. The problem is we have not found the lich yet. Will we destroy the lich if we destroy the phylactery? The rules say that if you destroy the lich and the phylactery the lich is forever gone. What happen if we destroy the phylactery and not the lich?
 A lich uses its phylactery as a bolt hole for its spirit; if it's body is destroyed, it survives by fleeing to the phylactery, and from there it can inhabit a new body (Van Richten's Guide to the Lich explores the process in some detail). If someone destroys the phylactery without destroying the lich first, the lich is deprived of its bolt hole, but remains otherwise unharmed (though it probably gets pretty angry). Note that lich phylacteries usually aren't just left lying around, so what your party has might not be the real thing. It might also contain a lich's spirit that's just biding its time until it can seize control of a player character.Attributes: 2E

Sage Advice #232, August 1996

This month, the Sage lays down the law about personal replies, considers the finer points of backstabbing, and looks at a few optional rules and spell effects for the AD&D® game.

Sage Advice #232 p. 92 (August 1996), Question: 1 🔗
In January of this year, I sent you a question about the ghul lord kit from The Complete Sha'ir's Handbook (specifically about the process of leeching). I enclosed an international postal reply coupon that cost me $5.16 Canadian. For five bucks, I think I'm entitled to an answer.
 I pointed out two things back in issue #228 that bear on your case. Alas, #228 was the April issue, too late to save you from the horrible fate of being $5.16 (Canadian) poorer: First, "Sage Advice" does not send personal replies, even if you include return postage and a properly addressed envelope. Of course, the good folks at DRAGON® Magazine require you to enclose a coveted SASE (Self Addressed, Stamped Envelope) with any article submission or other piece of correspondence that requires a reply from them, such as a request for submission guidelines. But "Sage Advice" sends no replies and you're wasting your money if you send a SASE to the Sage. In the world of gaming this is what we would call an exception to the general rule. In a rulebook, it might read something like this:
 The "Sage Advice" column does not send personal replies. Readers should not send SASEs with questions for the Sage.
 Now, there are a few little details that our theoretical rulebook writer above left out. (Rulebook writers are always doing this; that's why the Sage has a job.) So here they are: When writing to the DRAGON Magazine staff, you have to send a SASE that is big enough and has enough postage to do the job. You can't send in a 30-page manuscript along with a dinky little envelope and 32¢ (US) postage and expect to get your manuscript mailed back to you when the staff finishes with it. Also, the Sage is not a member of the DRAGON Magazine staff, which is one reason why he doesn't send personal replies. It doesn't make a difference how much return postage you send or how hard you have to strive to drop your question into a mailbox. I'd love to maintain personal correspondence with all my readers, but I'm just one guy with only 10 fingers, and it's just not possible for me to answer everybody's questions individually.
 This whole exception-to-the-rule business confuses people, and each month I get a couple of SASEs. I turn those over to the DRAGON Magazine staff, who stuff the envelopes with writer's guidelines and mail them back. I'll take your word for it that your January letter had a postal reply coupon in it, and I'll pass your current letter on to the DRAGON Magazine folks so that you can get your writer's guidelines, too. I should point out that writing the Sage is a bad way to get writer's guidelines, as your reply will be delayed at least a month, maybe more.
 On to the second useful (but belated) thing from issue #228: Check your back issues for the answer to your question before sending it in. As it happens, I answered your question about ghul lords back in issue #218. See if any of your gaming pals has the issue (in my experience, every group has at least one pack rat who saves copies of anything gaming related). Failing that, check out your local library or game store. If you've got a computer and a modem, you can get the text from issue #218 (and lots of other back issues) from the TSR, Inc. area on America Online (keyword TSR).
Attributes:

Sage Advice #232 p. 92 (August 1996), Question: 2 🔗
If a thief sneaks up on a sleeping character and attacks him, does he get extra damage from a backstab? Attacking a sleeping opponent has the same attack modifiers as a backstab according to the new rules in the PLAYER'S OPTION™: Combat & Tactics and Skills & Powers books.
 A backstab requires that the thief be behind his target and that the target be unaware of the thief or unaware of the thief's intention to attack. Sleeping characters generally aren't very aware. Many creatures can't be backstabbed at all; however, see the next question.Attributes: 2E, Class

Sage Advice #232 p. 92 (August 1996), Question: 3 🔗
My DM insists that thieves gain extra damage from backstabbing only because they know how to strike at a creature's vital organs. He allows characters to get damage bonuses from backstabbing only if the target creature actually has a spine. He says backstabbing doesn't work against undead at all. Is this right? It seems to me that the damage bonuses ought to apply to anything that has an actual front and back.
 Overall, your DM is being more generous than he has to be. If you read the description of the backstab ability in Chapter 3 of the Player's Handbook, you'll learn that part of the skill involves knowing where to strike. The PHB goes on to say that a backstab target must be a humanoid with a definable back and that the backstabbing thief must be able to reach a significant target area. So, your DM has expanded the list of possible backstab targets by opening it up to anything with a spine. In either case, your thief character couldn't backstab a roper or beholder.
 Incorporeal undead should remain immune to backstabs, judging from the text in the PHB (no significant target areas). One could make a similar argument for other undead as well; zombies just don't care if somebody sticks a knife into their kidneys. On the other hand, most undead are humanoid, which is the basic requirement for backstabbing. A skeleton or a ghoul probably is going to find a severed spine inconvenient. In campaigns where the DM strictly limits backstabbing to humanoids, corporeal undead should be susceptible (if they're humanoid). If the DM has loosened up the general restriction (as yours has), there's justification for limiting backstabbing in other ways (as your DM also has).
Attributes: 2E, Class

Sage Advice #232 p. 93 (August 1996), Question: 4 🔗
When a flying creature makes a "swoop attack" against a fighter who is using the guard option from the Combat & Tactics book, and the swooping creature moves away at full speed, how many attacks does the fighter have? If the fighter is normally entitled to multiple attacks (due to level or specialization or both), does he gain any extra attacks?
 It all depends on the exact sequence of events and how the fighter is facing relative to the swoop attack. If the swooping creature makes a flank or rear attack, the fighter has no attack at all, because he doesn't threaten the swooping creature.
 If the swooping creature makes a frontal attack, the fighter has his first attack phase as soon as the creature comes within reach (this is not an attack of opportunity). If the swooping creature makes its attack, then flies away in the same round, the warrior gains an attack of opportunity when it leaves. Remember that an attack of opportunity allows one phase's worth of attacks. If the fighter has one weapon, he has one attack. If the fighter has a weapon in each hand, he has two attacks. Each separate attack, however, counts against the maximum number of attacks of opportunity the fighter can make in a single round.
 If the swooping creature attacks the warrior and ends its movement, then uses the withdraw option on the next round, the fighter might not get any more attacks against it, because withdrawing from a threatened area doesn't provoke an attack of opportunity.
Attributes: 2E

Sage Advice #232 p. 93 (August 1996), Question: 5 🔗
Does a characters movement rate have any effect on his base initiative phase in the optional combat system from the Combat & Tactics book? For example, a mountain dwarf is size M, giving him a base phase of fast. Does the dwarf slow down to average because his Movement Rate is only 6?
 A characters base movement rate (see Combat & Tactics, page 13) does affect his base initiative phase, as explained on page 18. Note that base movement can be improved by high ability scores (see pages 14 and 15), which can allow dwarves, gnomes, and halflings to avoid the penalty to base initiative because of a movement rate of 6. Note also that you calculate the base initiative adjustment for movement rate before calculating a character's final movement score, which includes encumbrance. Otherwise, you could penalize an encumbered characters base initiative twice, once for his reduced movement rate and once for his encumbrance category.
 Note that the rules on page 18 are intended primarily for monsters, not player characters. Most PCs are supposed to have base initiative phases of fast. You should treat all dwarves as man-sized creatures with base initiative phases of fast despite their actual heights and their racial movement rates of 6. That is, do not treat some dwarves as small creatures (with the attendant limitations on weapon use) just because they happen to be under 4' tall, and don't sock any dwarf with a base initiative of average just because his legs are short.
Attributes: 2E

Sage Advice #232 p. 93 (August 1996), Question: 6 🔗
When casting cause light wounds, or similar touch-delivered spells, does the target get the full benefit of armor, or does it not apply? The logic behind it not applying would be that the touch does not have to contact flesh, that it can simply touch the armor and be effective. I have ruled that the armor does apply, except in the case of shocking grasp, which can be transmitted through a conductive object such as metal armor.
 Any touch-delivered spell requires a successful attack roll against the target's normal armor class, including adjustments for armor worn. There's no law of physics that applies here, its just the way touch-delivered spells work. Allowing shocking grasp to ignore metallic armor sounds fine to me, but any adjustments for the target's shield, Dexterity, and defensive magic (including metal armor's enchantment) should still apply.Comment: This is using the core rules. PO: S&M page 120 have rules that allow you to bypass armor.Attributes: 2E, Spell, Touch spells

Sage Advice #232 p. 93 (August 1996), Question: 7 🔗
When you dual-class a character, do you pick new weapon proficiencies and nonweapon proficiencies as you would when starting a new character? Bonus proficiencies from a high Intelligence score would not apply, right? Can the character immediately use the nonweapon proficiencies from the general grouping learned under his previous class? Or does he have to wait until the new class's level exceeds the old? What about weapon or nonweapon proficiencies that belong to a grouping allowed to the new character class? If the character learns the same nonweapon proficiency twice, once for the old class and once for the new, what happens when the new class level exceeds the old? Does the character have the old proficiency score plus a bonus for learning it again?
 I'm inclined to favor the simplest possible answer to your questions. A dual-classed character gains no new weapon or nonweapon proficiencies upon choosing a new class. This differs slightly from an answer I gave to a similar question a few years ago, but your question has caused me to reconsider.
 Nonweapon proficiencies really aren't a function of a character's class. The character has full access to all the nonweapon proficiencies he knows (no matter what groups they're from) but doesn't receive any new nonweapon proficiencies until after his level in his new class exceeds his level in the old class. I'm assuming nonweapon proficiencies are something like hit points; the character acquires them by virtue of his class and level, but they aren't really class abilities. Instead, they become part of the character, and the character takes them right along when assuming a new class.
 Weapon proficiencies, on the other hand, are a class function. The character cannot use weapons not normally allowed to his class without forfeiting all experience he would otherwise gain on an adventure. If the character is proficient in a weapon allowed to the new class, he can use it without penalty. If the character is not proficient in any weapons allowed to his new class, he has to struggle along as best he can until his new level exceeds his old one and he can learn to use another weapon. Characters who do a little advance planning will be much better off than characters who leap unprepared into a new profession.
 This answer does not quite conform to the letter of the dual-class rules in Chapter 3 of the PHB, but it sticks to the spirit pretty well and saves both players and DMs a lot of headaches.
Attributes: 2E, Class

Sage Advice #232 p. 93-94 (August 1996), Question: 8 🔗
Under the description of the 2nd-level priest spell nap, from the Tome of Magic, it states that wizards can memorize a new set of spells after benefiting from the nap. But what about priests? Even though it is a priest spell, they are not specifically mentioned as being able to memorize new spells after benefiting from the nap. My current ruling has been that priests receive spells from their deities only once per day (provided they get enough rest before memorizing them), much like many of the other granted spell-like powers. It is not just a question of rest and memorization it is a question of how often the power will grant the request for spells. If it is allowed for priests, then we will likely find a lot of annoyed deities who are getting called upon three or more times a day to grant each one of their priests spells all over again. One of the criteria for priests is Wisdom; this includes enough common sense on how best to use their spells, and not to waste them. Therefore I believe that other than the rest and healing effects of the spell, nap, it has no other effect on priests and their memorization of spells. Is this correct?
 You've offered a darn good logical argument for not allowing priests to learn fresh spells as a result of a nap spell. On the other hand, nobody is going to use this spell three or more times a day, because characters can nap only once every 18 hours (see spell description). I'm inclined to follow your logic this far: wizards and bards (who cast wizard spells) can memorize spells immediately after a nap. Rangers, paladins, and priests (including clerics and druids) cannot unless the DM decides the deity who grants the spells has some compelling reason to bestow spells on the characters in question at the time in question. No deity is going to withhold spells from a character who is ready to receive them if the character has been faithful to his alignment and to his deity and who faces a situation in which outcome could affect the deity's interests. Of course, the DM is under no obligation to tell the players whether more spells will be granted when the characters awaken from their naps; the players will have to weigh the risks carefully. In any case, granting extra priest spells after a nap should be fairly rare; as you point out, no deity looks favorably on a character who's constantly requesting spells just to waste them or use them for self glorification.
 As you point out, this whole discussion begs another question: Just how often can a priest or any other spell caster memorize new spells. The answer is literally as often as the DM is prepared to let them. As long as the character gets a good night's sleep (about eight hours), he can expect to start memorizing new spells whenever he wakes up. It's pretty difficult for anyone to sleep for a full eight hours unless he's been awake and active for the preceding 10 to 14 hours, but exceptions do occur. Priests, as you point out, can be an exception. If the priest has done something to offend his deity, no spells are forthcoming no matter how well rested the priest is.
Attributes: 2E, Spell

Sage Advice #232 p. 94 (August 1996), Question: 9 🔗
If a character is a dual- or multi-classed wizard/priest, can he use a contingency spell to activate a priest spell? What about a psionic power or any special ability?
 There's nothing in the spell description that says the contingency caster has to use a wizard spell, but the effect to be triggered via the contingency must be a spell. Effects from magical items, psionic abilities, priest granted abilities, or innate powers cannot be included in a contingency. Note that all the normal limitations still apply to priest spells; that is, the spell must be cast in conjunction with the contingency spell (as part of the contingency's one-turn casting time), it must affect only the contingency caster's person, and it must fall within the level limit (half the caster's level, rounded down and no higher than 6th level in any case).Attributes: 2E, Spell

Sage Advice #232 p. 94 (August 1996), Question: 10 🔗
Is there an initial saving throw against charm-type spells? Or is the target automatically charmed? One player "threw a cow" when I told him that the charm spell his character had cast didn't work.
 Check the spell's description. I expect you'll find that any charm-type spell has a saving throw of "neg," which means that the recipient is entitled to a saving throw when the spell is cast, and the spell has no effect at all if the saving throw succeeds.
 In any case, there are two things you don't have to do when adjudicating charm spells. First, you don't have to say whether the spell worked; you can let the player figure that out on his own. If the target is familiar with spell casters, it might surmise that it has been subjected to a charm spell attempt and only pretend to be charmed. Second, you don't have to put up with bovine ballistics. Players who can't handle the occasional failure shouldn't be playing the game.
Attributes: 2E, Spell, Charm

Sage Advice #232 p. 94 (August 1996), Question: 11 🔗
What would happen to the cloud generated by the 2nd-level wizard spell stinking cloud if a 3rd-level fireball spell were cast in the same area? Would the fiery blast bum up the cloud? Would the area be choked with smoke from the fireball and noxious gases from the stinking cloud?
 The gas from a stinking cloud spell is not flammable, and it takes a pretty stiff breeze to blow it away. A fireball doesn't generate nearly enough pressure to disperse a stinking cloud. A fireball doesn't generate any smoke by itself, but flammable materials might smoke quite a bit if a fireball sets them alight. Usually, however, the leftover smoke from a fireball wouldn't be noticeable within a stinking cloud.Attributes: 2E, Spell

Skip reports that he encountered a large, smoky cloud personally as he fired up an outdoor grill right after finishing the first draft of this month's column.

Sage Advice #233, September 1996

This month, the Sage looks at the new PLAYER'S OPTION™: Spells & Magic tome and other optional rules for the AD&D® game.

Sage Advice #233 p. 96 (September 1996), Question: 1 🔗
The Spells & Magic rulebook, on page 77, paragraph 3, gives an example that reads: "For instance, a 7th-level Invoker... could choose as many as eight bonus 1st-level spells." Is this a typo? Because according to the Wizard Spell Point Progression table on page 78 (Table 17), it says that a 7th-level specialist wizard can memorize a maximum of 6 spells per spell level.
 Table 17 is right; the example is wrong.Attributes: 2E

Sage Advice #233 p. 96 (September 1996), Question: 2 🔗
Table 30 on page 95 of the Spells & Magic book appears to be in error. Although ritual prayer can accumulate only 0, 1, or 2 spell points a round (first paragraph on page 95), the initiative modifiers in Table 30 go up to 29 spell points in the final round of prayer. However, the text on page 95 (bottom of the first column) says only the points accumulated in the final round count against initiative. Which is right, the table or the text?
 They both are. First, priests are not always limited to 2 or fewer spell points a round when using ritual prayer. It's possible to accumulate 9 or even 10 spell points a round using the bonuses from Table 31, Modifiers to Ritual Casting Times, also on page 95.
 Table 30 goes up to 29 spell points to cover situations in which the DM decides the caster's deity really wants the priest to cast the spell. For example, Spells & Magic author Rich Baker suggests that if multiple priests collaborate in ritual prayer, the spell caster gains one extra spell point each round for each assistant. That is, a caster backed by 30 other priests could gain 32 spell points a round under normal conditions. Every priest in such a group must be of the same faith.
 The DM might also grant additional spell points each round for offerings larger than 2,000 gp. For example a priest might gain +5 SP/round for an offering worth 5,000, gp +6 SP/round for an offering worth 10,000 gp, +7 SP/round for an offering of 20,000 gp and so on. Likewise, a priest might get 1, 2, or 3 extra spells points each round if the spell being cast furthers the deity's ethos or is cast to thwart the interests of an opposing deity. For example, if servants of the deity's greatest enemy are about to break into the inner sanctum of the temple, the caster would gain +3 SP/round in addition to modifiers for location, faith, and offerings.
Attributes: 2E

Sage Advice #233 p. 96 (September 1996), Question: 3 🔗
The arrow of bone spell from the Spells & Magic book has a duration listing of "special." The spell description says nothing abut how long the spell actually lasts. Is the missile enchanted for a certain amount of time per level of the caster? Until it's fired? Or what? Also, do undead or non-living targets get a saving throw against the extra damage the arrow inflicts on them?
 The spell's basic duration is one day or until somebody fires the missile; if the character firing the missile misses the target, the spell still ends. Non-living targets gain no saving throw; they just suffer the extra damage.Attributes: 2E, Spell

Sage Advice #233 p. 96 (September 1996), Question: 4 🔗
What is the effect on a necromancer who has both a heart of stone spell (an 8th level necromancy spell from Spells & Magic) and has a persistent spell effect optional ability operating on a trollish fortitude spell (a 7th level necromancy spell from Spells & Magic)?
 I figure that either the trollish fortitude will function minimally, regenerating one hit point per round, or that the trollish fortitude will attempt to regrow the caster a flesh heart and negate the heart of stone spell. What's your call on this one? All in all this is a pretty gross combo. (Almost as bad as the combination of Otto's irresistible dance mixed in with a nearby blade barrier.)

 A heart of stone spell completely negates any form of regeneration — permanent, persistent, or otherwise. Nor can the spell recipient benefit from the accelerated healing effects provided by periapts of wound closure, potions of vitality, or any benefit from other effects that repair damage over time.
 Note that the spell recipient also does not suffer extra damage from bleeding wounds, such as those inflicted by a sword of wounding.
Attributes: 2E, Spell

Sage Advice #233 p. 96 (September 1996), Question: 5 🔗
How does the mind flayers mind blast power work in campaigns that don't use psionics? Can a character use his saving throw bonus for high Wisdom or Dexterity (or both) to defend against the mind blast? Are there any magical defenses that affect the non-psionic mind blast? For example, can an anti-magic shell, a wall of force, or globe of invulnerability stop a mind blast?
 A mind flayer's mind blast is a mental attack, and as such the targets Wisdom adjustment applies to the saving throw; Dexterity adjustments do not apply. An anti-magic shell completely blocks the mind blast, as does a wall of force. If the wall of force is shaped into a plane, however, the blast circumvents the wall unless the wall is large enough to block the entire width of the mind blasts cone at the point where the two effects intersect. If even a fraction of the cone gets around the wall, the whole effect wins through. A globe of invulnerability has no effect on the mind blast.Attributes: 2E, Spell

Sage Advice #233 p. 96-97 (September 1996), Question: 6 🔗
I'm wondering how to change certain psionic powers from the system used in the Complete Psionics Handbook to the MAC/MTHAC0 system used in the PLAYER's OPTION rules. All the powers have special effects when certain numbers come up during the power check The powers are Spirit Lore, Clairsentient Science: Bone Reading, Clairsentient Devotion, from The Will and the Way; and Retrospection (originally a Metapsionic discipline, now a Clairsentient Devotion) from the CPH.
 If nothing else, some kind of formula for converting would be rather helpful. Most of the ones that had things happen on specific rolls were changed with the Skills & Powers book and new release of the DARK SUN® boxed set, but these seem to have slipped through.
 Okay, here's a formula: Subtract the power score modifier from 11 to get a power's MAC. (If you apply this method to powers already converted to the Skills & Powers system, you won't get the same result. That's deliberate.) For powers with special results based on the power check result, just invert the table included in the power description. That is, assume effects that happen on a roll of 1 now happen on a roll of 20 and work backward from there.
 The formula gives the following results when applied to the powers in your question:
Spirit Lore: MAC 8
19-20 The spirit doesn't know the answer and lies.
17-18 The spirit knows only part of the answer and embellishes the truth, hoping to deceive the psionicist.
15-16 The spirit doesn't know the answer but admits its ignorance.
13-14 The spirit knows the answer but attempts to disguise the truth in deceptive riddles.
12 or less The spirit knows the answer and gives it truthfully.

Bone Reading: MAC 10
19-20 Deceased's race.
18 Deceased's sex.
17 Deceased's age.
16 Deceased's identity.
15 Deceased's appearance in life and alignment.
14 The date of death.
13 or less The method of death.

Retrospection: MAC 7
20 Extremely vague and fragmentary.
19 Vague or incomplete.
16-18 Complete but not specific.
15 or less Reasonably complete and specific.
Attributes: 2E

Sage Advice #233 p. 97 (September 1996), Question: 7 🔗
Do the monstrous traits from the Complete Book of Humanoids allow a character to exceed racial ability score maximums? If so, than can a character with the correct traits have, say, a Strength score of 26?
 Apply ability score modifiers from traits after applying racial ability score modifiers and checking the adjusted scores against racial ability score limits. (The racial requirements tables in the Complete Book of Humanoids apply after racial adjustments, not before as they do in the Player's Handbook.) Once the character qualifies for its race, ability score modifiers from traits can take it beyond racial limits. However, no humanoid character can have a score higher than 24 or lower than 1. Note also that some traits establish minimum and maximum scores of their own. If a character exceeds or falls short of a trait's minimum or maximum, adjust the ability score in question to match the new limit.
 For example, a player rolls up a lizard man character with the following scores: Strength 17, Dexterity 4, Constitution 13, Wisdom 10, and Charisma 14. There are no racial modifiers to apply. However, the character's ability scores fall within racial limits anyway. Now, the player must apply trait modifiers. As a lizard man, the character automatically has the monstrous appearance, bestial fear, and bestial habits traits. The DM also assigns the character the monstrous Strength 2 and monstrous Dexterity 1 traits. The combined traits give the character a -5 reaction adjustment (the character started out with a +2 for its Charisma of 14, but suffers a -7 from its traits). The character's Dexterity score rises to 6, which is the minimum for a character with the monstrous Dexterity trait. The character's Strength score rises to 19 by virtue of the +2 bonus from the monstrous Strength trait.
Attributes: 2E

Sage Advice #233 p. 97 (September 1996), Question: 8 🔗
Can you combine a martial art or punching specialization with the close-quarter fighting, natural fighting, or wild fighting proficiencies from the Complete Book of Humanoids?
 The close-quarter fighting proficiency works with martial arts or punching specialization. The natural fighting and wild fighting proficiencies, however, don't work with martial arts or punching specialization.Attributes: 2E

Sage Advice #234, October 1996

This month, the Sage considers questions about magical items for the AD&D® game, pauses to count pummeling attacks, and responds to a critic.

Sage Advice #234 p. 91 (October 1996), Question: 1 🔗
There is an evil cleric: we will call him Bob. Bob casts a hold person spell on a fighter we'll call Joe. Joe fails his save. Joe's fighter companion Sam has a ring of free action. Sam puts his ring on Joe's finger. What happens? What if Bob dies before the spell ends? Is Joe freed from the hold person spell then?
 I recommend that nothing happen when Sam puts the ring of free action of Joe's finger. The ring prevents hold spells from affecting the wearer after the wearer dons it, but it doesn't necessarily help him with effects that already were in place when the ring goes on his finger.
 Generally speaking a spell that does not require concentration from the caster (such as hold person) runs merrily along until dispelled or until its duration runs out, no matter what the caster does or what happens to the caster.
Attributes: 2E, Spell

Sage Advice #234 p. 91 (October 1996), Question: 2 🔗
Does the hat of difference allow races to assume classes that they wouldn't be able to normally? For example can a dwarf don a hat of difference and become a paladin? Are there any negative effects of using a hat of difference to assume the form of a priest and following different deities each time?
 A hat of difference allows the wearer to follow any new character class, but the assumed class must be different from the character's current class. Once a character dons a particular hat of difference, he cannot change the class the hat allows him to assume thereafter (though he could follow another class if he acquired another hat of difference). While following the assumed class, the character must abide by the alignment and ethos restrictions imposed by that class. If he violates those restrictions, he suffers the consequences. If the character violates his own alignment while maintaining an alignment required by the assumed class, he also suffers the consequences. For example, a paladin donning a hat of difference and assuming the druid profession could find himself facing a big atonement or even the loss of his paladinhood as he strives to follow the druidical ethos.Attributes: 2E, Class

Sage Advice #234 p. 91 (October 1996), Question: 3 🔗
Can oil of impact be used on slashing and piercing weapons? Does the oil have a lesser effect on these weapons?
 Sure, you can pour oil of impact on an edged or pointed weapon, but it doesn't do much good. The oil creates a magical effect only when poured on a blunt (type B) weapon.Attributes: 2E

Sage Advice #234 p. 91+93 (October 1996), Question: 4 🔗
How can someone tell if a material component is used up in a spell? Sometimes the spell description says whether the material components are consumed and sometimes it doesn't.
 Priests' holy symbols usually are not consumed when used to cast priest spells. Likewise, most priest spells that require holy water require only a small sprinkle, say a tenth of a vial, per spell. Beyond that, assume that any spell's material component is consumed in the casting unless the spell description specifically says that it is not. Some spell descriptions go out of their way to note that the material component is consumed, but that's just a reminder.Attributes: 2E, Spell

Sage Advice #234 p. 93 (October 1996), Question: 5 🔗
I have a question concerning detecting scrying. The subject matter I read was the crystal ball description in the DUNGEON MASTER® Guide It seems as if there are two different checks for detection. The first check is a percentage based on class, with a cumulative addition for Intelligence above 12. This I understand. Another sentence says there is a check based the target's level, (e.g., a 9th-level victim would have a 45% chance). Is this second check valid? Should there only be one check using the higher or lower percentage? I'm confused on the matter, and it makes a difference on a campaign we're currently playing.
 A character has only one chance to detect scrying each round. The value for the subjects level or hit dice is added to the base chance, which is determined by class (treat most monsters as fighters) and Intelligence. A 9th-level wizard with an Intelligence score of 18, for example, would have a 74% chance each round (8 + 21 + 45) of noticing the scrying. Note that creatures with Intelligence scores lower than 13 have no chance of detecting the scrying without some kind of magical aid no matter what their hit dice or level.Attributes: 2E

Sage Advice #234 p. 93+95 (October 1996), Question: 6 🔗
Could you please clear up the confusion about attacks per round when it comes to unarmed combat. In particular I'm asking about the system used in PLAYER's OPTIONTM: Combat & Tactics book? For example, if I have a 7th-level fighter with mastery in pummeling, how many attacks does he have each round? Is this figure per hand or a total of the two? A table containing figures for attacks per round for unarmed combat (including martial arts) would be nice. While we're on the subject, what bonuses do master and grand master pummelers (and martial artists) gain? What is the base phase for a pummeling or martial arts attack?
 I've been resisting answering the first part of your question because it would take a lot of space to explain some pretty simple things. Hang on, we'll get there in a moment.
 The base initiative phase for a pummeling or martial arts attack is the same as the attacker's base initiative phase. Some people think this means daggers and other fast weapons are actually quicker than pummeling or martial arts attacks. Not so, because anyone armed with a weapon uses his base initiative phase or the weapon's base initiative phase, whichever is worse. Now, on to the rest of your question:
 Nonproficient pummelers and martial artists can make no pummeling attacks or martial arts attacks at all.
 Characters familiar with pummeling can make one pummeling attack each round using one hand. There is no such thing as familiarity with martial arts — one is proficient at a martial art or one is not.
 Characters proficient in pummeling or martial arts attack once a round if they're not warriors or at the standard warrior rate if they are, like so:
Pummeling and martial arts attack rates (proficient characters)
Character Level Attacks/round
Non-warriors Any 1/1
Warriors 1-6 1/1+
7-12 3/2
13+ 2

 Characters who have become pummeling or martial arts experts make pummeling or martial arts attacks at the standard (non-specialized) warrior rate. In table form, the attack rates would look like this:
Pummeling and martial arts attack rates (expert characters)
Character Level Attacks/round
Any Class 1-6 1/1
7-12 3/2
13+ 2

 Pummeling or martial arts specialists must be single-classed fighters unless the campaign uses the optional rules from the PLAYER's OPTION™: Skills & Powers book. These characters attack as specialized fighters (as do master characters, see next section). In table form, the attack rates would look like this:
Pummeling and martial arts attack rates (specialized, master, and high master characters)
Character Level Attacks/round
Fighter 1-6 3/2
7-12 2/1
13+ 5/2

 Characters must be single-classed fighters to achieve martial arts mastery, unless the campaign uses the optional rules in the Skills & Powers book. As noted earlier, characters who become masters and high masters at pummeling or martial arts have the same number of attacks as a specialist does. A character who achieves grand mastery at pummeling or martial arts receives an extra attack per round, as follows:
Pummeling and martial arts attack rates (grand master characters)
Character Level Attacks/round
Fighter 1-6 2/1
7-12 5/2
13+ 3/1

 All the foregoing assumes attacks with only one hand. Any character making pummeling or martial arts attacks (remember that a nonproficient character can't pummel or use martial arts at all) can gain an extra attack each round by attacking with both hands, but the two-weapon penalty applies (Though martial arts styles A and B negate the penalty in some cases, see C&T, page 95).
 Pummeling and martial arts masters gain all the bonuses listed for weapon master using a melee weapon in Chapter Four of the Combat & Tactics book. That is, an attack bonus of +3 and a damage bonus of +3. High masters (who must be at least 6th level) gain the benefits of mastery and improve their base initiative by one category. For example, a human high master making a pummeling or martial arts attack has a base initiative of very fast. (Note that no action in the C&T system can be faster than very fast.) Grand Masters have the benefits of mastery and high mastery, the extra attacks noted on the table above, and use a bigger die to determine damage. A pummeling grand master inflicts 1d3 hp damage with his bare fists and 1d4 hp damage with mailed fists. A grand master martial artist inflicts 1d4 hp damage with his bare hands or 1d8 hp damage with his feet. Further, grand masters can inflict critical hits on rolls of 16 or higher (rather than the standard 18 or higher, see C&T, page 101). Grand master pummelers and martial artists also add their +3 attack bonuses to their opposed Strength rolls when checking for knockdowns (see C&T, page 84).
Attributes: 2E

Sage Advice #234 p. 95 (October 1996), Question: 7 🔗
Since a wish is a magical spell, can it be used or operate properly in an anti-magic shell, a beholders antimagic ray, or in a dead magic region?
 A wish cannot be activated in any area where magic or 9th-level spells or the type of magical item containing the wish do not work. However, a wish directed at such an area can affect that area, provided magic works at the user's location. For example, a wish could destroy an anti-magic shell or cause a beholder's antimagic ray to cease functioning for a time (I'd suggest 3d10 rounds) if the user was standing outside the ray or shell. A wish also could be used to rescue a character from within a dead magic area or even allow magic to function in a dead magic region for a short time (say 5d4 rounds). A wish, however, cannot create a magical effect inside an area where magic doesn't function. While a wish could summon a whole party out of a beholder's antimagic ray, it could not restore that party to full hit points.Attributes: 2E, Spell

Sage Advice #234 p. 95+97 (October 1996), Question: 8 🔗
I have found that a lot of the information in DRAGON Magazine is useful. However, I found some of the information in your "Sage Advice" columns to be amiss. I feel that if you are going to answer questions that you should at least spend a little bit of time looking for the correct answer. For example there was a question about elven gestation. The answer was that there was no written information on that subject and that it was something for the philosophers. Well, the local idiot said, "I've seen something on elven gestation in the elves handbook." Naturally we didn't believe him. Much to our surprise, though, when we picked up the book there it was. Under the "Life Cycle of Elves." Co figure. I wouldn't have thought to look for something about elves in the elves handbook either. I also enjoy reading your articles in "Sage Advice" where you bash people for asking stupid questions. Now, instead of wasting space for questions about barbarians blowing up powder kegs in treasure rooms with an elven ship, I suggest that you start putting in articles that have relevance to the actual AD&D role-playing game. I would hope to see better information in the future, or I have no reason to subscribe. If the information isn't correct, it doesn't do the subscribers any good.
 Actually, what I said (back in issue #228) was that there is no hard-and-fast rule in the AD&D game for the gestation periods of PC races. And there isn't. I did make mention of philosophers in my answer, but that was regarding whether a lie had been told and had nothing to do with elven gestation.
 Several readers have pointed out that the Complete Book of Elves makes a reference to two-year pregnancies for elves. (It's on page 50, in the Rituals section of Chapter Five: Elven Society; my copy doesn't seem to have a section entitled "Life Cycle.") In any case, I don't regard that as a hard-and-fast rule. The entire book is optional, and as I explained in issue #228, any gestation period much longer than nine months is too long given an elf's body mass. In any case, this is not the kind of "rule" a DM should feel obligated to follow when a player unexpectedly pulls it out of his hat in an attempt to get the DM to change his mind about a decision he has made, which was the situation the reader who submitted the question described.
 I was remiss, however, in not specifically pointing out that my suggestion contradicted an in-print rulebook (even though it is an optional one). I stand chastened, but not much.
 On to the matter of the powder keg. Take another look at the cover of issue #228, where this question appeared along with the question on elven gestation. You'll note that it was the April issue. In April, I try to collect the years silliest questions; the reader who posed the elven gestation question asked it in humorous fashion, either by design or by accident. The powder keg question was pretty funny, too. I didn't bash the reader for asking the question. I felt it necessary, however, to rail against campaigns where dragon slaying and the recovery of emeralds the size of thrones supposedly are "everyday" occurrences and that feature powerful items the DM doesn't know how to use in play. The perils of out-of-control campaigns are always relevant to this column, which provides advice to DMs and players who have gotten themselves into trouble they can't readily get out of on their own.
Comment: Follow up on issue #228Attributes: 2E, April Fools

Skip Williams rates Ishtar, Bringing Up Baby, Arsenic and Old Lace, and several other screwball comedies among his favorite movies. He always sees to if that he gets a good dose of silliness before writing his annual April column.

Sage Advice #235, November 1996

This month, "Sage Advice" considers the physical demands of long bows, puts some mental energy into questions of psionics, and peers into a few magical mysteries.

Sage Advice #235 p. 70 (November 1996), Question: 1 🔗
How tall does someone have to be to wield a longbow? In the original Players Handbook on page 19 (Character Classes table II) it reads: "Characters under 5' height cannot employ the longbow...." In the old second edition Players Handbook on page 73 (weapon size) it talks about weapon size but is vague on the use of longbows. The reason I ask is because my dwarf PC, who is 4' 9" tall wants to use one, and my elf PC who is 4' 8" tall was using one before I took notice of the note in the original Players Handbook.
 According to the current rules (see the Weapons section in Chapter 6 of the PHB) a character can wield any weapon of his size or smaller in one hand. Using two hands, a character can wield a weapon one size larger than himself. No character can use a weapon two or more sizes larger than himself. Since both characters in your example are members of man-sized races, they both can employ long bows using two hands; in this case, one hand on the bow's shaft and one hand on the string (that hand also holds the arrow) counts as two-handed use. Small and tiny creatures, such as gnomes and pixies, cannot use long bows.Comment: "original PHB" refers to 1E. This is another confirmation that dwarves are size M, at least when regarding weapons. Dwarves being size M is clarified here and overrules #149 and #174Attributes: 1E, 2E

Sage Advice #235 p. 70 (November 1996), Question: 2 🔗
What happens when a psionicist attacks a non-psionicist with psionic blast, id insinuation, or other psionic attack mode from the Complete Psionics Handbook without using the contact devotion first? Can the psionicist gain tangents on an opponent by using multiple psionic attacks to establish contact? Or would he have to use contact first and then use his attacks on the non-psionicist?
 Attack modes used against a closed mind can establish contact, but only if the target has some psychic ability. See page 25 in the Complete Psionics Handbook and the description of each attack mode for details. Attack modes have no effect on a non-psionicist's mind, which must be opened though a successful use of the contact devotion first. If two psionicists want to exchange telepathic messages, they, too, can use contact to establish a mental link with psychic combat. Note that in the new psionics system (presented in the revised DARK SUN® setting and again in the PLAYER's OPTION™️ Skills & Powers book) contact is not a psychic power, but a proficiency that allows the user to learn attack modes.Attributes: 2E

Sage Advice #235 p. 70 (November 1996), Question: 3 🔗
If a character wanted to make a telepathic powers effects permanent via psychic surgery from the PLAYER'S OPTION: Skills & Powers book would the psionicist have to pay the cost for the surgery and the power to be made permanent every round the surgery lasts? Or is the cost paid only once even though the procedure takes ten rounds? Also, if the subject of the surgery is a willing one, does the psionicist still have to pay the higher PSP cost due to the subjects level? I would think that it would be easier to perform on a willing subject rather than against someone's will.
 The PSP cost for the power to be made permanent need be paid only once, at the end of the surgery. The PSP cost for the surgery itself must be paid each round the surgery lasts. The cost per round remains the same no matter how the recipient feels about it; the increased PSP cost for recipient with more than 6 levels or hit dice replaces the base cost for the surgery. If the recipient is unwilling, the surgeon must first open the recipients mind through psychic combat. Note also that the surgeon must touch the recipient throughout the surgery. Unwilling recipients usually must be restrained in some fashion; the surgeon must begin the process all over again if the recipient breaks free before the surgery is complete.Attributes: 2E

Sage Advice #235 p. 70-71 (November 1996), Question: 4 🔗
How does the signature spell concept from the PLAYER's OPTION: Spells & Magic book work for sha'irs from the AL-QUADIM® setting? Can they even use it at all? Are they treated as specialists or mages for the purposes of cost in slots or spell points? Normal wizards gain the benefit of one memorization of the signature spell at no cost in spell slots, but that benefit is useless to sha'irs. Would it be reasonable to allow sha'irs the benefit of speeding up their gens' search for the signature spell, say down to the minimum for that spell?
 A sha'ir can designate a signature spell. The sha'ir follows the procedure described on page 57 of Spells & Magic and must fulfill all the requirements in time, money, and proficiency slots (or character points). The cost is the same as for a mage, and the sha'ir's gen must participate in the process. The signature spell must be one that a native Zakharan wizard of the sha'ir's level can cast. A sha'ir cannot choose a priest spell as a signature spell nor can he choose any spell unknown in the Land of Fate or whose level would be beyond his ability to cast if he were a normal wizard.
 Once the sha'ir and his gen learn the signature spell, the gen can automatically find the spell for the sha'ir once a day without any dice rolls. This once-a-day search always takes the minimum time and always succeeds, no matter what the gen's chance to locate the spell normally would be. The sha'ir can request that the gen make a regular search for the signature spell anytime, but all the rules on page 98 of the Arabian Adventures book apply to such searches. Whenever the sha'ir receives the signature spell (even if the gen locates the spell through normal means) the sha'ir enjoys all the benefits of a signature spell (a two-level bonus to effective casting level or a -2 penalty to the target's saving throw). If the sha'ir ever loses his gen, he retains the casting benefits but his new gen has no special ability to find the signature spell, though it can be trained to do so at the same cost as establishing a new signature spell.
Attributes: 2E, Class

Sage Advice #235 p. 71 (November 1996), Question: 5 🔗
Can a song mage make use of a vocalize spell to cast spells from the school of song without any material or somatic components (just sheer mental effort)? Recall that song mages normally require only verbal components when casting spells from the school of song. The reason I ask is because I have nightmares about song mages with a persistent spell effect ability (vocalize) running around rampantly casting spells without ever uttering a single song.
 Rest easy. A song mage must always sing to cast spells. A vocalize spell can allow other wizards to cast spells in silence, but a song mage's singing is the sole medium for his magic — no singing, no spell casting.Attributes: 2E, Class, Spell

Sage Advice #235 p. 71 (November 1996), Question: 6 🔗
In the Player's Handbook, under 1st-level wizard spells, it says that cantrip is a part of all schools of magic. It also says illusionists and other specialist wizards can memorize an extra spell per level, provided that extra spell is from the specialist' s school of specialization. Does cantrip count as one of the extra spells an illusionist or other specialist can memorize? Also, I always thought that the cantrip spell worked as described in the Player's Handbook. The new CD-ROM suggests that one would have to learn it for each school of magic. Is that the case?
 Any specialist can choose cantrip as his bonus 1st-level spell. A wizard need learn cantrip only once.Attributes: 2E

Sage Advice #235 p. 71 (November 1996), Question: 7 🔗
The article "A Flurry of Swords" in Issue #232 gave descriptions of many new weapons. Each description had a category for proficient use and specialized use, where extra damage or bonuses to speed factors were listed. Do these rules also apply to the established weapons from sources such as the Player's Handbook? While we're on the subject of new weapons, how does one decide which die to use as a weapon' s knockdown die (from the Combat & Tactics book)? Is it related to weapon size or speed?
 The bonuses the article gives for proficient and specialized use apply only to the weapons listed in the article. If you decide to use these weapons with the standard rules for weapon specialization or any of the optional rules for weapon of choice, weapon expertise, or weapon mastery, the wielder gains all the benefits of the weapon and his level of skill. For example a 7th-level fighter specialized in kyber knife would gain a speed factor of 2, an attack bonus of +1, a damage bonus of +2 (which rises to +4 against armored humanoids), and two attacks per round.
 I recommend that you allow the benefits for proficient use only to wielders who actually spend a weapon proficiency slot or character points to learn its use; characters who have familiarity with the weapon or who use it as part of a weapon group shouldn't get the bonus. Likewise, a wielder should get the bonuses for specialized use only if the wielder actually specializes or achieves mastery with the weapon. Designating one of these weapons as a weapon of choice or gaining expertise with one of these weapons should not grant any bonuses for specialized use.
 When assigning a knockdown die to a new weapon, look on the Master Weapon list in Chapter 7 of the Combat & Tactics book and find a similar weapon; use that weapon's knockdown die for the new weapon. Most of the weapons from "A Flurry of Swords" should get a d8 for a knockdown die (though the kyber knife would have a d6 for a knockdown die because it's similar to a short sword). If you can't find a similar weapon, assign a knockdown die roughly the same size as the damage die the wielder rolls against man-sized opponents.
Attributes: 2E

Sage Advice #235 p. 71 (November 1996), Question: 8 🔗
In the Spells & Magic book (and other places), it says only wild mages can use wild magic spells. This makes sense; after all, only chronomancers can use chronomancy spells. But, if this is true, why do wild magic spells end up on the spell lists of other wizard schools? Chronomancers have access to alternate reality, alchemists can use patternweave, song mages get fireflow and spellshape, geometers get Hornung's baneful deflector and there/not there. This seems to weaken the wild mage specialty by allowing so many other casters free access to spells which, by definition, are difficult to control. Why is this so?
 Anyway, when a non-wild mage casts a wild magic spell, do they get level variations during the casting as wild mages do? Or do they control the wild magic spell as easily as any other in their repertoire?

 The official word from TSR, Inc. is that alternate reality is a chronomancy spell as well as a wild magic spell. With that sole exception, wild magic spells are not available to other spell casters and should be struck from any non-wild mage spell list where they appear.
 When a chronomancer casts alternate reality, no wild surge occurs, because the caster isn't using wild magic.
Attributes: 2E, Spell

Sage Advice #235 p. 71-72 (November 1996), Question: 9 🔗
Thank you for the column (issue #231) about giving character points to psionicist PCs. A printing blooper seems to have left the PSP bonus ability with no character point cost. Oh, well, life without bloopers would be just a bit boring. While you're fixing that, tell us how many character points psionicists receive for weapon and non weapon proficiencies.
 Actually, there were two bloopers, both mine, not the printer's. The PSP bonus costs 10 character points. Also drop the MAC bonus ability. Instead, the psionicist gains the mental armor proficiency for free with the purchase of the mental defense ability. Here's the scoop on psionicist proficiencies:
Weapon Proficiencies: Once the psionicist has purchased class abilities he receives 6 character points for weapon proficiencies. The psionicist can spend these points as designated in Table 1.
Table 1: Psionicist weapon proficiencies
Ability CP cost
Proficiency in a single weapon from the psionicist list 3
Proficiency in a single weapon from the warrior list 4
Designating a weapon of choice 3*
Weapon Expertise (one weapon) 4*
Weapon Specialization (one weapon) 8**
Learning a fighting style 1†

 * in addition to the cost for proficiency in the weapon.
 ** in addition to the costs of proficiency in the weapon and the ability to specialize.
 † Psionicists can learn these fighting styles: one-handed weapon, weapon and shield, two weapon, missile, horse archer, thrown weapon/sling, and special.
Nonweapon proficiencies: Once the psionicist has purchased class abilities and weapon proficiencies he receives 6 character points for nonweapon proficiencies. The psionicist can choose proficiencies from the general and psionicist groups. Refer to the Skills & Powers book, Chapter 6, and to Table 2 above.
Table 2: Additional psionicist nonweapon proficiencies
Proficiency cost* Initial
Rating
Relevant
Ability
Contact** 5 N/A Wisdom/Intuition
Mental Armor** 3 N/A Wisdom/Willpower
Psionicist Group
Gem Cutting 3 6 Dexterity/Aim
Harness Subconscious** 6 7 Wisdom/Willpower
Meditative Focus** 5 8 Wisdom/Intuition
Musical Instrument 2 7 Charisma/Leadership
Reading/Writing 2 8 Intelligence/Knowledge
Rejuvenation** 3 6 Wisdom/Willpower

 * Cost in character points
 ** Proficiency described in Chapter 9 of the Skills & Powers book.
Attributes: 2E, Class

Sage Advice #235 p. 72 (November 1996), Question: 10 🔗
I'd like to try out the Rod of Seven Parts adventure, but I've already read the book; is there any point in playing the adventure now?
 There sure is. The adventure in the Rod of Seven Parts boxed set is not the adventure Kip Kayle (the book's halfing hero) had.Attributes: 2E

Sage Advice #235 p. 72 (November 1996), Question: 11 🔗
I am about to start running a pixie thief (cutpurse kit) and I wanted to know what bonus being invisible would give my character. For instance, if I fail to pick someone's pocket, can they see me? If I stab someone, do I become visible? Or do I become visible for a second and then invisible again? And, since I am invisible, do I have a +4 on my armor class due to being invisible? Why is it that pixies, as monsters, have a 25% magic resistance, but, as a humanoid race, you do not have the magic resistance?
 Pixies have natural invisibility and don't become visible unless they will it or unless forced into visibility in some fashion (a successful dispel magic against an 8th-level effect can do so, as can mundane actions such as coating the pixie with paint or flour). A failed pick pocket attempt would give the victim a chance to notice the invisible pixie (see the description of the 2nd-level wizard spell invisibility for details). A melee attack certainly would get an opponent's attention and alert him to the pixie's presence. Neither act makes the pixie visible, however, and any opponents unable to see the pixie suffer the standard -4 attack penalty.
 Noticing an invisible creature and actually seeing it are two different things. If a creature merely notices an invisible creature, it knows approximately where the creature and can attack it but still suffers the attack penalty. Actually seeing an invisible creature requires a detect invisibility or true seeing spell, a natural ability to detect invisible creatures, or some way to negate the invisibility.
 Obviously, pixies who haven't adopted a character class must do something or know something adventuring pixies don't. That's why "monster" pixies have magic resistance and pixie adventurers don't. The pixies aren't saying what it is, and I'm not either.
Attributes: 2E, Invisibility, Dispel Magic

Skip Williams, who tends to furrow his brows and stare intently into space fairly often, speculates that pixies could rule the world if they could just keep their minds on the task.

Sage Advice #236, December 1996

This month, "Sage Advice" pays a visit to war-torn Krynn for a study of the new SAGA™ dramatic adventure game.

Sage Advice #237, January 1997

This month, the Sage answers questions straight from the mailbag. The AD&D® game's wall of force spell proved popular this time around. Readers also sought advice about several other magical effects.

Sage Advice #237 p. 92 (January 1997), Question: 1 🔗
The Player's Handbook says the area of effect for the 5th-level priest spell flame strike is a cylinder with a radius of 5' and a height of 30'. Can the caster position the cylinder sideways? If not, what happens when the caster is indoors or underground and the ceiling is less than 30' high? Does the spell still work?
 A flame strike spell's column of flame must always be vertical. If cast into an area too small to hold it, the column of flame simply ends at the area's boundaries and does not extend beyond them. If created in a chamber 100' square and 10' high, for example; the column will be only 10' high. Its radius of 5' remains unchanged. The column of flame does not reshape itself to fill the chamber as a fireball effect would. Most spells in the AD&D game work this way unless their descriptions say otherwise.Attributes: 2E, Spell

Sage Advice #237 p. 92 (January 1997), Question: 2 🔗
The description for the dispel magic spell says each effect or potion in the spells area of effect is checked to see if it is dispelled. Does this mean that 1d20 is rolled anew against each effect, or is 1d20 rolled once and the results applied separately against each effect?
 Either method works, but most people I know roll once for each effect — that's the method I prefer.Attributes: 2E, Spell, Dispel Magic

Sage Advice #237 p. 92 (January 1997), Question: 3 🔗
The damage listed for wererats in the MONSTROUS COMPENDIUM® accessory is "by weapon"; how does a wererat infect victims with lycanthropy? Do wererats have a bite attack? If so, how much damage does it inflict?
 Yes, wererats using weapons can inflict lycanthropy, but only when in their ratman form. Note that the ability to inflict lycanthropy through weapon attacks is (thus far) unique to wererats. Wererats have no bite when in ratman or human forms. When in giant rat form, however, a wererat's bite inflicts 1d3 points of damage, and bite attacks can inflict lycanthropy.Attributes: 2E

Sage Advice #237 p. 92 (January 1997), Question: 4 🔗
I have a player in my group who insists that the animate dead spell is not evil. I have argued that casting this spell disturbs the dead creature's spirit. The player scoffs and says the spell merely imbues the corpse or skeleton with life. Who's right?
 Which one of you is the Dungeon Master? The rules are definitely on your side (check the final sentences in the descriptions for each version of the spell). You've put your finger squarely on the reason why casting animate dead isn't "good"; the spell disturbs the dead, and good folk let the dead rest in peace. The semblance of life the spell bestows does not come from a wholesome source. A character with a good alignment who starts memorizing this spell regularly should find his alignment slipping toward evil, even if he does not cast the spell.Attributes: 2E, Spell

Sage Advice #237 p. 92 (January 1997), Question: 5 🔗
What sort of spell effects can pass through a wall of force? Can you teleport through one? A lightning bolt creates a stroke of electricity at a range specified by the caster. Can a lightning bolt be cast through a wall of force if the stroke itself doesn't pass through the wall?
 A wall of force blocks matter, physical force, and most forms of energy (visible light being the most important exception). Spells that do not require the caster actually to see the target point usually remain unaffected by walls of force. Such spells don't actually pass through the wall but bypass it entirely. Walls of force don't interfere with teleport spells, but they block lighting bolts. Spells with purely visual effects usually ignore walls of force as well (see next question).Attributes: 2E, Spell

Sage Advice #237 p. 92 (January 1997), Question: 6 🔗
Would a wall of force stop infravision? Will it defeat clairvoyance or a wizard eye spell? What about divinations such as detect evil, detect magic, find traps, or detect lie?
 A wall of force does not block vision of any kind. Clairvoyance spells ignore walls of force because they are visual effects and because there's no direct channel between the caster and the sensor the spell creates. Certain conditions can block clairvoyance spells, but walls of force aren't included on the list. A wizard eye's mobile sensor cannot pass though a wall of force, but the caster can see through the wall via the sensor just as if he were standing at the wall himself.
 Physical barriers block most divination spells. As the ultimate physical barrier, wall of force blocks most such spells. Divinations that simply render things visible, however, such as detect invisibility and true seeing, work through walls of force.
Attributes: 2E, Spell

Sage Advice #237 p. 92 (January 1997), Question: 7 🔗
If a wall of force is cast horizontally, what happens to creatures who run into the edge? Because the wall has no thickness (and is therefore infinitely sharp), I'd say the collision slices the creature in twain. What do you think?
 I think if a wall of force had no thickness, it wouldn't have any "edges" to run into. I've never liked the idea of treating walls of force like monomolecular cutting edges. If that were the case, a wall of force would be a great addition to any sawmill or stone quarry; just shove the material against the wall and you get a nice, clean cut. Of course, wall of force carries a price tag of 5,000 gp per casting. That and its short duration (1 turn plus 1 round per caster level) make it too expensive for "industrial" uses. Nevertheless, a wall of force is a barrier. It keeps things from passing through it. Now, running into a wall of force at full speed might hurt, but it shouldn't matter where one strikes it. One merely comes to a sudden stop when one strikes the wall, flat or edge.
 As it happens, the spell description makes no mention of the wall's thickness or lack thereof. However, the spell fails if its surface is broken by any object or creature when formed. For practical purposes, I'd suggest you treat the wall as though it were about as thick (and sharp) as a finger when deciding what might break the surface at the time of casting and its effect on creatures or objects once it's in place.
Attributes: 2E, Spell

Sage Advice #237 p. 94 (January 1997), Question: 8 🔗
The rules say a paladin can be turned by an evil priest, who rolls on the undead turning table at three levels lower than his actual level. If the turning attempt succeeds, what happens to the paladin? Does he leave his companions? (It's hard to imagine a high-level paladin abandoning his companions and leaving them to face an evil priest alone.) How does this work exactly? Why can't paladins turn evil priests?
 While we're on the subject, how long does a paladin or undead creature remain "turned" after a successful turning attempt? How long do undead controlled by an evil priest remain controlled?

 If successfully turned, the paladin must flee from the evil cleric, moving away until the priest is out of sight. If unable to flee, the paladin cannot come within 10' of the priest. If the priest forces the paladin to move closer than 10', or moves within 10' himself, the turning is broken, and the paladin can act normally.
 In the case of an evil priest turning a paladin, the priest calls upon his deity to lend him power. If successful, the priest receives enough power to create an aura so repulsive to the paladin that the holy warrior just goes bonkers and flees the vicinity. it is not a fear effect but a form of spiritual revulsion. Paladins and undead are susceptible to the power of turning because of their special modes of existence (unholy in the case of undead, holy in the case of paladins). Priests, though connected to their deities, are normal mortals and not subject to turning attempts.
 Technically, once a turning attempt succeeds, the affected creature stays away indefinitely, provided the priest who turned the creature maintains his turning effort (that is, the priest must make additional turning actions, but no further rolls, he simply turns the creatures automatically). Undead under an evil priests control remain controlled until destroyed or turned by another priest. If that's too general for you, I suggest the following numbers:
 Paladins remain "turned" for 3d4 melee rounds. After that time their heroic spirits reassert themselves and they can face their nemeses again, though they might be turned again.
 Undead that have been turned or befriended remain that way for 24 hours minus the minimum turning score the priest needed to affect them. If a 10th-level priest turned or controlled a vampire (required turning score of 10), the vampire remains under the priests influence for 14 hours. In the case of a good priest, who must maintain his turning efforts, I'd suggest that "maintenance" be required every 3d4 rounds. For example, Derah, a 10th-level cleric enters a dungeon and turns a vampire. The creature avoids Derah for the next 14 hours. If Derah and the vampire meet each other elsewhere in the dungeon an hour later, Derah must perform a turning action (automatically successful) again to send the vampire away. If Derah and the vampire later become locked in a chamber together, Derah must perform a turning action every 3d4 rounds (again, automatically successful) to keep the vampire at bay.
 Derah's turning actions during this period have no chance for failure, but they consume Derah's attention for the round in which they occur. The DM should not feel obliged to tell the priest when a new turning action is necessary, but a character observing a turned creature might notice a change in its attitude toward the priest.
Attributes: 2E, Turn Undead

Sage Advice #237 p. 94 (January 1997), Question: 9 🔗
Do paladins and rangers have access to spells in the All sphere?
 According to their character class descriptions, no. Dungeon Master's who wish to give paladins and rangers a little more spellcasting punch often allow them access to the All sphere with no detrimental effects on the campaign.Attributes: 2E, Class

Sage Advice #237 p. 94 (January 1997), Question: 10 🔗
Multi-classed priests must abide by their class's weapon restrictions. Does this also apply to armor?
 In the current edition of the AD&D rules, multi-classed characters are stuck with the most stringent armor restriction among their classes. Warrior/wizards and priest/wizards, for example, aren't allowed armor. If you're inclined to follow the rules to the letter, warrior/wizards (only) can wear elven chain mail, but I strongly recommend allowing priest/wizards to wear it, too.Attributes: 2E, Class, Wizard in Elven chain mail, Wizard in metal armor

Sage Advice #237 p. 94 (January 1997), Question: 11 🔗
Do psionic powers allow saving throws? Some powers list saving throws, and others do not. If a saving throw is allowed, what saving throw category is used? One of my players insists that the saving throw number is equal to the psionicist's power score roll. Do adjustments for high Wisdom or Dexterity apply to the saving throw?
 A psionic power allows no saving throw unless the power's description specifically mentions one. If a power allows a saving throw, the number required is determined by the saving throw type (listed in the power description) and the targets class and level. For example, Psychic Crush allows a saving throw vs. paralyzation, which the DM should treat as any other paralyzation saving throw.
 If a powers description mentions a saving throw, but does not mention what type, assume it's a saving throw vs. spell (but heed the rule on saving throw priority in Chapter 9 of the DMG).
 Magical and class-based saving throw bonuses (such as the paladin's general bonus of +2 to all saving throws and saving throw bonuses from rings of protection) apply to saving throws. Saving throw bonuses from high Wisdom scores apply to most psionic attacks because they are purely mental in nature. Dexterity bonuses apply only when a psionic power involves physical force. The detonate power, for example, creates an explosion whose effects can be reduced with a successful saving throw vs. breath weapon; Dexterity bonuses apply to the saving throw (but Wisdom bonuses do not). Racial bonuses to saving throws against magic never apply to saving throws against psionic attacks, even when the attack uses the saving throw table's Spell column.
Attributes: 2E

Sage Advice #237 p. 94-95 (January 1997), Question: 12 🔗
Can a thief wearing a ring of invisibility use the ring to become invisible and then attempt a backstab during the same round? The backstab, of course, will make the thief visible. Can the thief use the ring again that round to become invisible before foes can strike?
 In a word, no. Using a magical item (or drinking a potion) counts as a characters sole action for a round; see the What You Can Do in One Round section in Chapter 9 of the Player's Handbook for details. It's okay for a character who has just used a magical item to exchange a few words with someone or make minor adjustments to his position (a move of 5' or less), but major actions such as attacks, spellcasting, or significant movement have to wait until the next round. It would take the thief in your example at least three rounds to disappear, deliver a backstab, and then disappear again, as follows:
Round one — Disappear. No other actions allowed except negligible ones (as defined in the PHB).
Round two — Move up to half the current rate and deliver the backstab. The thief is now visible and must remain so until the next round. If the thief had to move more than half his current movement rate to reach his foe, he cannot attack until next round. Note that charging allows a character to make a full move (plus a little extra) and still attack, but many DMs balk at backstabbing while charging.
Round three — Disappear again. The character can take no other actions except negligible ones. If the thief wins initiative, any attacks made against him suffer a -4 penalty for the invisibility. If the foes win initiative, however, they attack before the thief becomes invisible and suffer no penalties. In some campaigns, a successful hit might even disrupt the thief's attempt to become invisible (depending on how the DM decides the ring works).
Attributes: 2E, Invisibility

Sage Advice #237 p. 95 (January 1997), Question: 13 🔗
One of my players wanted his character to parry a two-handed sword with a rapier. I warned the player that the rapier probably would break. The player wanted to have his character make the parry anyway, so I had the rapier save vs. crushing blow at a -2 penalty. Should I have just said the rapier broke, imposed a larger penalty, or just let the parry work normally?
 The "correct" answer here is whatever makes you, the DM, feel comfortable. A crushing blow saving throw with a -2 penalty seems severe enough to me. On the other hand, the core AD&D rules use an abstract combat system with hostilities proceeding at the glacial pace of one set of actions every minute. In such a system, a "parry" might not involve the two weapons touching at all. The character with the rapier might just stick the weapon's point in his opponents face. Then again, you can treat the one-minute increment as just an arbitrary way to keep track of time in the game (combat really proceeds much more quickly). In that case, a "parry" could be considered an attempt to physically block the attacker's blow. In that case, a more substantial item saving throw penalty might be in order, say -4. I don't recommend that the rapier break automatically.Attributes: 2E

Sage Advice #237 p. 95 (January 1997), Question: 14 🔗
The Tome of Magic says wild mages are not specialists in the traditional sense. Does this mean they can become dual-classed characters? The Chronomancer accessory specifically says chronomancers can become dual-classed characters but raises the ability score requirements if a character starts out as something else, then becomes a chronomancer. Does this mean a character can become a dual-classed chronomancer/wild mage or vice versa?
 Though wild mages don't pursue a specialty, per se, they get enough specialist-type benefits that I recommend you treat them as specialist wizards — no dual- or multi-classing. Your campaign probably won't crash and burn if you ignore my advice. (If you're allowing both wild mages and chronomancers into your game, dual- and multi-classed wild mages will be the least of your worries.) On the other hand, both wild mages and chronomancers are members of the wizard group. The dual-class rules (see PHB, Chapter 3) allow characters to have only one class from each group.Attributes: 2E, Class, Dual-class within group

When not plumbing the depths of the AD&D game, Skip often can be found dabbling in photography or burning shoe leather on the hiking trails near his Lake Geneva home

Sage Advice #238, August 1997

Join the Sage for his traditional April look at the year's most unusual questions. All questions were submitted on paper or e-mail by readers. No gamers were harmed during the production of this month's column.

Sage Advice #238 p. 80 (August 1997), Question: 1 🔗
Please define "spasms, shocked, and scorched" in game terms.
 Assuming you refer to specific injuries from the critical hit tables for spells in the Spells & Magic book, these three injuries usually have the following effects:
Spasms distract a character for several rounds. If the critical hit table does not specify a duration, the spasms last 1d4 rounds; a character suffering from spasms has a -2 penalty to attack rolls while they last.
Shocked characters usually fall down, though they sometimes drop something instead. If the critical hit table doesn't list an effect, the victim falls down (see Knockdowns, page 121 in Spells & Magic, for details).
Scorched characters suffer a -2 penalty to attack rolls until the injury heals. A cure light wounds spell or magic capable of restoring 5 lost hit points heals a scorch. A scorch heals naturally as if it were a wound of 2d6 hp damage.
Attributes: 2E

Sage Advice #238 p. 80 (August 1997), Question: 2 🔗
The spell righteous wrath of the faithful "transports" allies. Are the affected creatures moved physically or emotionally? Is this spell part of the War or Combat sphere? The spell description lists the sphere as War, but Appendix 4 of the Spells & Magic book lists the spell under the Combat sphere.
 The word "transported" in the spell description would seem to be an error; the spell's recipients don't move in any physical sense.
 I recommend you include righteous wrath of the faithful in the Combat sphere instead of the War sphere.
Attributes: 2E, Spell

Sage Advice #238 p. 80 (August 1997), Question: 3 🔗
My lupin fighter (from the SAVAGE COAST™ campaign setting) has just killed a werewolf — which is good because lupins hate werewolves. Unfortunately, my character also contracted lycanthropy during the fight. Since lupins are canine humanoids, what will happen to my character when the lycanthropy finally manifests itself?
 Your character will suffer all the effects noted in Chapter 15 of the DUNGEON MASTER® Guide. A lupin/werewolf probably would look more wolflike than a human/werewolf once the curse of lycanthropy sets in, no matter what form the werebeast assumes. Even when not actually in the throes of the curse, the character would look decidedly wolflike. Note that other lupins can detect the characters condition and will become distrustful and suspicious at best. On the other hand, a lupin infected with lycanthropy is no more difficult to cure than any other infected lycanthrope.Attributes: 2E

Sage Advice #238 p. 80-81 (August 1997), Question: 4 🔗
A druid in my game recently found that when summoning a fire elemental (with the 6th-level spell conjure fire elemental) he had a 4% chance to get an efreeti. He then proceeded to cast the conjure fire elemental spell at every opportunity — usually during rest periods in town — and when an efreeti actually arrived, he demanded three wishes from the creature. He continued to do this until all his ability scores were 25. Is this something all druids do or just a slip in the rules found and exploited by my resident rules lawyer? Do you have any suggestions for preventing every new player character in my campaign from becoming a druid and repeating the process?
 Let's pause for a brief aside before we begin. Are you aware that increasing all a character's ability scores to 25 would require at least 660 wishes assuming that all the character's ability scores started at 18? That's because a wish never raises an ability by more than a full point. Actually, a wish often does not raise an ability by a full point at all. The wishing character gains a full point only when the affected ability score is 15 or less. If the ability score is 16 to 20, it takes ten wishes to raise it one point and if the score is 21 or more it takes 20 wishes to raise it a full point. See chapter 1 of the DMG for details on this rule (though the part concerning ability scores of 21 or more has been erroneously dropped from the most recent printings). Anyway, your druid would have to cast conjure fire elemental something like 5,500 times to get that many wishes from efreet.
 So, the first way to prevent players from abusing conjure fire elemental is to make them play out each casting of the spell. It's a good bet the other players in your group will resent all the time this little charade is wasting and will intervene to stop smart aleck. If not, it's an even better bet that some local is going to object to the parade of fire elementals (in a medieval town, a being composed of elemental fire can do a whole lot of damage without even trying) and put an end to the druid's shenanigans permanently.
 Of course, efreet are not the most agreeable creatures in the multiverse. If an efreeti appears in response to a conjure fire elemental spell, it expects to find the druid in real trouble or faced with some grave difficulty. If capriciously asked for a wish or three, the creature will ask what the wish is. If it the wish is something the efreeti can pervert in some way, it will do so — just to teach silly priest a lesson. If the wish is reasonably airtight, the efreeti simply stalls until the spell's duration (one turn per caster level) ends, and then it leaves, probably vowing to get revenge someday.
 Seeing as how the efreet in your campaign have seen fit to humor the druid, I can only guess that they have some unpleasant surprise in store for him. Put yourself in the efreet's place and try to think up some way to get even with this presumptuous mortal. Perhaps the efreet need an agent to perform a long and arduous task (or series of tasks) on the Plane of Elemental Water (hardly prime terrain for efreet). Perhaps the druid should wake up one morning and find that he has to consume a couple of thousand gold pieces worth of rare gems each day to maintain his superhuman existence (the actual amount should slowly increase over time). Perhaps both of these events — and several more — await the character. It's possible that some efreeti has decided to enslave the druid and has arranged to boost all his ability scores so he'll make a better servant. A party of efreet might even now be forming up to capture the druid and haul him off to the City of Brass, where his penchant for calling fire elemental creatures into service will undoubtedly be amply "rewarded."
 In any case, the character should discover that he can keep his increased ability scores only so long as he agrees to whatever the efreeti propose. If the druid tries to escape his fate through the use of another wish, the attempt should either fail or strip him of his boosted abilities.
Attributes: 2E, Spell, April Fools

Sage Advice #238 p. 81 (August 1997), Question: 5 🔗
In the past, I have not considered bracers of defense as true armor. This is presently causing some difference of opinion. I have just introduced the character generation rules from the Skills & Powers book and I'm allowing the players to rework their existing characters. Most of the characters already have bracers of defense and their players now want to choose a limitation on armor to gain extra character points. Of course, the magical bracers would make the (imitation irrelevant. So, are bracers of defense armor? In this case, it seems to me they are. Can wizards wear bracers of defense? How do bracers of defense affect thief abilities? If you print my question in the magazine, I would appreciate it if you would make reference somehow to the statement in the Player's Handbook that says, "Armor Class is measured on a scale from 10, the worst (no armor), to -10, the best (very powerful magical armors." This implies a limit of 10 for armor class — yes? Please? Pretty Please? With sugar on top? Would you be offended if I offered a small token of my appreciation?
Bracers of defense are not a type of armor; characters normally prohibited from wearing armor, such as wizards, can use them. Thieves wearing bracers of defense are considered unarmored for purposes of modifying their thief skill scores.
 On the other hand, when using the Skills & Powers character generation rules you should not allow any character to claim extra character points for a limitation that does not actually affect him. I recommend that you tell your players the "no armor" limitation isn't available to them — even the ones that don't own bracers of defense. Whenever you apply a complex rule retroactively, you've got to be careful lest you alter your game too much. In this case, you probably don't want characters. who've been wearing armor to suddenly give up the habit. Your players should be selecting abilities that reflect their characters' game histories.
 You are correct in assuming that -10 is the limit for Armor Class in the AD&D® game. There are a few creatures that exceed the limit, but characters have to stick to it. I am amused, not offended, by your offer of a "token of appreciation." This marks the third time I've been offered a bribe (though only the second time I've mentioned being bribed in print). If this answer makes you especially joyful, please do not hesitate to make a generous donation to your local children's hospital.
Attributes: 2E, Class, Wizard in metal armor

Sage Advice #238 p. 81 (August 1997), Question: 6 🔗
Could a wizard put a sepia snake sigil on his hand and use it to attack?
 No. The sigil must be added to a piece of writing, and activates only when someone reads that writing.Attributes: 2E, Spell

Sage Advice #238 p. 81-82 (August 1997), Question: 7 🔗
One of the players in my game has an apparatus of Kwalish. He uses it above ground (since it can levitate) and tows it with a horse (since it can't, move very quickly on its own). He is almost always in it. In fact the character sleeps in it and hoards all his treasure and equipment in it — right now it contains about two dozen unstrung longbows. The character takes cover in the apparatus during every encounter, where, the player says, no attacks can reach him. If that weren't bad enough, we're now engaged in an argument over exactly how much damage the thing can sustain. The item description says 200 hp damage is enough to stave in a side. But the player argues that the apparatus has more than one side. Finally, I ruled that 400 hp damage would destroy the apparatus. The player said no big deal, he'll just take it to a blacksmith and have the apparatus patched up. Since when would a blacksmith be able to patch up a magical item? What would he use to do it? A blowtorch? I know that a Daern's instant fortress can't be repaired except with a wish.
 First, although the item description for the apparatus of Kwalish includes a table that uses the term "levitate," the item is actually a miniature submarine and has no ability to rise into the air. The apparatus can move on land by walking on its mechanical legs, but only at rate of 3; the backward rate of 6 depends on the combined action of the device's legs and tail, and it works only in water.
 If the apparatus suffers 200 hp damage, one side collapses and the device becomes completely inoperative.
 It would be entirely reasonable to require a wish to repair damage to the apparatus, but the DM might allow an armorer (not just a blacksmith) to repair the device at the rate of one hit point a day. Each point repaired should cost 150-200 gp (for unusual materials, special fuels, and intense labor). Also, the armorer should make one proficiency check, and the apparatus should attempt a saving throw vs. crushing blow (an apparatus of Kwalish makes item saving throws as metal, with a +2 bonus). Make the proficiency check first, at the beginning of the process. If the check fails, the armorer cannot repair the current damage to the particular apparatus he's working on, though he could try to repair another apparatus or new damage to the current apparatus. Make the saving throw at the end of the process; if the device fails its item saving throw, something goes awry and the item ceases to function, regardless of the success or failure of the repair attempt.
 Also, you might note that the apparatus can hold only two man-sized creatures. There might not be room inside for the character and all his treasure equipment, especially if it includes about two dozen long bows.
Attributes: 2E, April Fools

Sage Advice #238 p. 82 (August 1997), Question: 8 🔗
A PC attempting to hurt a spectre had no magical weapons but did have a shield +4, so he attempted to bash the spectre with his shield. Does the spectre suffer damage? If so, how much? And what about a ninja whose hands count as a +1 weapon? Will he be level-drained when he hits?
 If your campaign allows shields to function as weapons, then an enchanted shield counts as a magical weapon when used to attack — the item has a magical aura that can overcome an opponents resistance to normal weapons.
 The PLAYER'S OPTION™: Combat & Tactics book includes information on the damage shields inflict when used as weapons. If you don't have this book, just assume the shield inflicts a moderate amount of damage, say 1d3 or 1d4 points. Note that many DMs do not give enchanted shields damage or attack bonuses when characters use shields to attack.
 If a creature counts as a magical weapon, it can attack and damage creatures hit only by magical weapons, provided their immunity is not stronger than the attacking creature's "plus." The attacker may or may not be subject to special damage when striking an opponent. A character striking a green slime, for example, can expect to get some slime on his hand. In the case of energy-draining undead, however, the energy drain occurs only when the undead monster makes a successful melee attack vs. the defenders normal Armor Class. Creatures do not suffer any energy draining when striking the undead creature with fists or natural weapons.
Attributes: 2E

Sage Advice #238 p. 82 (August 1997), Question: 9 🔗
I have been reading "Sage Advice" for some time now. And I wish you to keep up the good work I would like to give my own interpretation on the frisky Chest spell as discussed in issue #225. The problem was that the DM thought the spell would have to cause the object to run from the players who were trying to get it out of the dungeon. Think on this, the spell was made to stop people from stealing the object it is cast on, so the only thing that should cause the statue to move is a titan or large dragon. I mean, what character, or even group of 10 characters, is able to steal a statue that weighs several tons? Try this next time the players use that ploy. When they go up to "spook" the statue into moving, have it just stay there. If you really want to be cruel have the statue scare them into backing off. What player wouldn't have his character run from a giant statue of gold that could squish him like a bug. I would not let the players use this to create golems, but it will stop them from stealing the statue.
 I think players who cast frisky chest on a statue might have reason to gripe if the statue moves toward them. On the other hand, the deity granting the spell might object to the spell's misuse and decide to play with the characters' minds a little.Attributes: 2E, Spell

Sage Advice #238 p. 82 (August 1997), Question: 10 🔗
If you ever feel stressed with all the questions you get, stuff 29 tiny marshmallows up your nose and try to sneeze them out. Wouldn't that make things easier for you?
 Nah, deciding which nostril gets the odd marshmallow would cause too much stress.Attributes: April Fools

Sage Advice #238 p. 82 (August 1997), Question: 11 🔗
What does a DM do when he has a 10-year-old player who has a character with high Intelligence and Wisdom scores and the player can't answer a riddle which the character most likely would be able to figure out?
 Believe me, its not only 10-year-olds that can have characters smarter than they are (see next question). If a player becomes frustrated with a riddle or puzzle and suggests that his character could solve it, its okay to allow a Wisdom or Intelligence check to determine whether the character figures it out. The DM also can suggest an ability check if a the party's failure to solve a riddle or puzzle threatens to derail the adventure. The DM should decide how difficult the solution is and assign an appropriate modifier to the ability check. It usually best to allow the party only one roll to find the solution, though if several characters are working on the problem, you can allow the character making the check a bonus, say +1, for each helper. As an alternative, you could allow each character involved with the riddle a roll but require a certain number of successes for the party to solve the riddle as a group. In any case, if the roll fails the group should have to wait at least a day before attempting another roll. Particularly difficult riddles or puzzles might, allow a roll only once a week, once a month, or even longer.Attributes: 2E

Sage Advice #238 p. 82-83 (August 1997), Question: 12 🔗
What happens if someone is foolish enough to swallow an entire vial of sovereign glue? I killed the genius mage who did it with no saving throw.
 Here's another case of the character probably being smarter than the player (see previous question). No matter how foolish the player is, the character is pretty much bound to notice that the viscous liquid sliding over his lips and tongue isn't drinkable. I suggest a saving throw vs. poison to determine whether the character has the presence of mind to spit out the stuff. If the player was dopey enough to say his character was slamming down the glue, you might want to assign a penalty to the saving throw, say -4.
 If the character spat out the glue, he probably should suffer no lasting consequences, as the glue takes a full round to set (see item description in the DMG), though the DM is fully justified in assessing some temporary penalty, such as the character's lips being glued together until the character spends a round prying them apart. Alternatively, the container of glue could wind up stuck to the character's lower lip.
 If the saving throw failed, the character might die, or he might be rendered unable to speak (tongue glued to the roof of the mouth or tongue glued to the glue bottle) until he can arrange to have the glue dissolved with universal solvent or oil of etherealness.
 Note that even a casual inspection should reveal that sovereign glue isn't drinkable.
Attributes: 2E

Sage Advice #238 p. 83 (August 1997), Question: 13 🔗
The description of the priest spell cure disease says: "Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed." Third level is a little low to expect the spell to create permanent disease immunity, but if the spell is cast later in the course of the disease, wouldn't the recipients immune system have developed at least some antibodies (if it's a normal disease), or does the spell supersede this?
 Receiving a cure disease spell does not automatically make the recipient permanently resistant to whatever ailment laid him low. On the other hand, the spell also does not necessarily prevent the recipient from developing resistance or immunity to the disease either (but the DM can play it that way if he wants to). I recommend that if a creature gets a disease and receives a cure disease spell before the symptoms fully manifest themselves, the creature's system has no time to develop any special resistance to the disease. If a character with a full-blown disease receives a cure disease spell, the DM might grant the character resistance to or immunity to the disease if the DM also determines that the creature would have recovered without the spell.Attributes: 2E, Spell

Sage Advice #238 p. 83 (August 1997), Question: 14 🔗
Can a paladin still lay on hands if his hands are cut off?
 Yes. The paladin need only touch someone to heal damage or cure disease. Many DMs might wish to require the paladin actually to use his hands (as opposed to his nose, his feet, or whatever) to prevent abuse of the power. In the case of a paladin who has lost his hands, the stumps or even prosthetic hands — provided they are no larger than a normal hand — count has "hands" for purposes of using the paladin's healing powers.Attributes: 2E

Sage Advice #238 p. 83 (August 1997), Question: 15 🔗
You have answered past questions on character hit point increases according their level advancement with the statement that characters learn to "roll with the blows" etc. rather than having an overall tolerance of more wounds. If this is the case, why don't priest healing spells work more effectively with higher level characters and why don't higher level characters heal naturally faster?
 A healing spell repairs the same amount of "damage" no matter who receives it.
 It's true that hit points a character gains as he rises in level do not represent the character's slow transformation into a mass of indomitable flesh. Instead, the characters resistance to damage comes from an increasing ability to avoid fatal injury through skill or just plain luck. A high-level character who has endured a series of blows still collects his share of cuts and bruises, but the blows that delivered those cuts and bruises would have slain a lesser mortal. Consider two characters, one with 10 hit points and one with 110 hit points. If the first character suffers two hits that each inflict five hp damage, he has one or two very large wounds and the damage to his body is either mortal or life threatening (depending on what optional rules the campaign uses). If the character with 110 hit points suffers 20 five-point hits, he has around 20 minor cuts, scrapes, and bruises, but remains otherwise healthy. Some of the characters "wounds" might not be visible at all — the character might simply have strained himself a bit while getting out of harm's way. The situation is similar to what happens to you when you overdo some physical activity and wake up with aches and pains the next morning.
Attributes: 2E

Sage Advice #238 p. 83 (August 1997), Question: 16 🔗
Can you bring back a character from negative hit points with a shocking grasp spell? If so, what are the rules and where is it written?
 No, a shocking grasp spell won't work as a fantasy defibrillator.Attributes: 2E, Spell, April Fools

Skip Williams notes, with hand clamped to forehead, that the annual April Fool's column generates more responses than any other column. He stands prepared for this year's reaction, computer and aspirin at the ready.

Sage Advice #239, September 1997

This month, the Sage considers optional abilities for PCs in the AD&D® game.

Sage Advice #239 p. 86 (September 1997), Question: 1 🔗
Page 5 of Warriors and Priests of the Realms says geographical kits are usable by any warrior class and can be combined with kits found in the Complete Fighter's Handbook. Does the same thing apply to the deity-specific priest kits listed in Warriors and Priests of the Realms? Can deity-specific kits be used in conjunction with kits found in the Complete Priest's Handbook? Can you make Fighting Monk Greenlords? Or Darkcloak Prophet Priests? Such allowances seem to be an abuse of the spirit intended for the rules. Can geographical kits be used in conjunction with the kits outlined in the PLAYER'S OPTION™: Skills & Powers book? Such as Teziirian Rogue Pugilists? Or Waterdhavian Enchanter Nobles? Can the geographical kits be used in conjunction with the kits from the Planewalkers Handbook? Or is this a benefit that only Toril's primes are privy to? The possibility of planewalker scouts, explorers, or even diplomats sounds tantalizing.
 I strongly recommend that you allow the geographical kits to be combined only with kits from the Complete Fighter's Handbook. Kits presented in other books are constructed in such a way that they make the geographical kits moot. The priest kits from Warriors and Priests of the Realms cannot be combined with any other kits regardless of the source.Attributes: 2E, Class

Sage Advice #239 p. 86 (September 1997), Question: 2 🔗
What Hit Die does a character with the crusader kit from the Spells & Magic book use?
 Crusaders roil eight-sided dice for hit points.Attributes: 2E, Class

Sage Advice #239 p. 86 (September 1997), Question: 3 🔗
A paladin in my game lost his special warhorse. One of his fellow paladins, however, decided to breed his own warhorse and give the first paladin the foal. When will the foal be suitable for use as a mount?
 Given proper training (which starts at birth) most horses become ready to carry riders at about age three. Once the horse has been broken to the saddle, it needs two more years of training to serve as a war mount (it's ready by age 5). Once trained for war, the horse probably would remain serviceable until age 24 or 25, at which point it would be too old for any heavy work.
 Note that a mount acquired in this manner probably could not serve as the paladin's special mount. However, if the DM decides the horse is an exceptional specimen, he could devise an adventure in which the paladin discovers the animals special qualities and creates a bond with it.
Attributes: 2E, Class

Sage Advice #239 p. 86 (September 1997), Question: 4 🔗
When using the channeling and fatigue rules from the Spells & Magic book, how are Quest spells (clerics) and True Dweomers (wizards and clerics) handled? Does the use of a priests spell-like granted power cause a cleric to become fatigued? If so, what level of fatigue does the priest suffer? Do creatures who have innate spell-like abilities suffer from fatigue when they use these powers? If so, what level of fatigue do they suffer?
 True Dweomers never become available through the expenditure of spell points or the use of channeling. That is, characters of less than 20th level and 18 Intelligence (or Wisdom) cannot use spell points to cast True Dweomers. Neither can a character normally allowed to cast True Dweomers increase the number of True Dweomers available on a given day through the use of channeling or spell points. Preparing or casting a True Dweomer does not cause a channeler fatigue, but the channeler must be fresh (suffering from no fatigue penalties at all) to prepare or cast a True Dweomer.
 Quest spells are similar to True Dweomers in that characters cannot acquire them through channeling or the expenditure of spell points—Quest spells only come as a direct favor from a priests deity. Generally, deities will grant Quest spells only to fresh (not fatigued) channelers, but once granted a channeler can cast a Quest spell so long as he is alive, conscious, and not mortally fatigued.
 Likewise, a priests granted powers and the innate spell-like abilities of certain creatures function independently of spell points or channeling. So long as the user has not expended his normal allotment of granted or innate powers, they remain available provided the user also is not dead, unconscious, or mortally fatigued.
Attributes: 2E

Sage Advice #239 p. 86-87 (September 1997), Question: 5 🔗
Page 28 of the Complete Book of Humanoids says that Firbolgs inflict double damage when using weapons of their own make, provided they wield them in both hands. Now, Table 7 (from the back of the book) lists the giant-kin mace at 1d8 x 2/1d6 x 2 and the giant-kin two-handed sword at 1d10 x 2/3d6 x 2. Are these damage amounts doubled because of the Firbolg's special ability or because they are double sized versions of human-sized weapons? if it is the latter, then why aren't the giant-kin halberd and dagger listed as "x 2" instead of raising the damage die (which is how they appear on Table 7). if the former, does the damage get doubled again if Firbolgs use them two-handed?
 There doesn't seem to be a consistent pattern to the damage ratings given on Table 7. As you point out, the damage ratings for maces and two-handed swords seem to reflect the Firbolg racial ability to cause double damage; but, the arrow, dagger, and halberd seem to have been "upgunned" to reflect their larger size.
 To make the Firbolg special ability more consistent with the descriptions for the various races of giants presented in the MONSTROUS MANUALS tome, I recommend that you use the regular damage ratings from the Player's Handbook for the halberd, mace, and two-handed sword. If a Firbolg character wants to claim his racial damage bonus, he can double only the man-sized damage rating for these weapons. See the answer to the next question for details.
Attributes: 2E

Sage Advice #239 p. 87 (September 1997), Question: 6 🔗
The Complete Book of Humanoids lists all giant-kin weapons as size G—even the dagger. Is this correct? My group uses the critical hit tables from the PLAYER'S OPTION: Combat & Tactics book, so we need to know.
 I recommend the statistics in the chart on this page for all the weapons included on Table 7 in the Complete Book of Humanoids.
Humanoid Weapon Statistics
Weapon Weight
(Lbs.)
Size Type Speed Melee
Reach
Damage
S-M/L
Knockdown
Club, great 15 L B Sl (9) 1 2d4/1d6+1 d12
Dart, barbed 5 S P Fa (3) 1d4/1d4 d8
Flindbar 6 M B Fa (4) 1 1d4/1d4 d8
Goblin Stick 5 L P Av (7) 2 1d4/1d6 d6
Lance, flight1 6 L P Av (6) 2 1d6+1/2d6 d10

Close quarter weapons
Body spikes Var.2 S P Fa (2) 1 Var.2
Kick Slasher 3 S S Fa (2) 1 1d4+1/1d6+1 d6
Punch Cutter 1 S S Fa (2) 1 1d4/1d3 d6

Giant-kin weapons3
Bow, long 8 H
 Arrow4,5 1/5 M P Av (7) 1d8/1d8 d8
Dagger5 3 M P Fa (3) 2 1d6/1d8 d6
Halbard 35 L P/S Sl (9) 3 1d10/1d10 d10
 w/2h 35 H P/S Sl (9) 3 2d10/2d10 d12
Mace 12 L B Av (7) 2 1d6+1/1d6 d12
 w/2h 12 H B Av (7) 2 2d6+2/2d6+2 d16*
Two-handed Sword 35 L S Sl (10) 2 1d10/3d6 d20
 w/2h 35 H S Sl (10) 2 2d10/2d10 d30*

Oriental weapons6
Daikyu 4 L
 Arrow, leaf head 1/10 S P Av (7) 1d8/1d6 d8
Katana 6 M S/P Fa (4) 2 1d10/1d12 d8
  Two-handed 6 M S/P Fa (4) 2 2d6/2d6 d10
Naginata 10 L S Av (7) 2 1d8/1d10 d10
Tetsubo 8 L B Av (7) 2 1d8/1d8 d16*
Wakizashi 3 S S Fa (4) 2 1d8/1d8 d8

Pixie weapons
Pixie Bow 1 T
 forget arrow 1/100 T P Fa (4) forget
 sleep arrow 1/100 T P Fa (4) sleep
 war arrow 1/100 T P Fa (4) 1d4+1/1d4+1 d3
Pixie Sword 1 T S Fa (4) 1 1d4/1d3 d4

Saurial weapons7
Bladeback flail 25 L B Sl (9) 2 1d8+1/2d6 d12
Bladeback mace 16 L B Sl (9) 2 1d8+1/1d8 d12
Hornhead Staff 20 L B Av (6) 2 2d6/2d6 d12

 * To roll a d16 with regular polyhedral dice, roll 1d6 and 1d8 together. Read the d8 normally if the number on the d6 is a 1, 2, or 3. Add 8 to whatever number you roll on the d8 if the number on the d6 is a 4, 5, or 6.
 To roll a d30 with regular polyhedral dice, roll 1d6 and 1d10 together. Read the d10 normally if the number on the d6 is a 1 or 2. Add 10 to whatever number you roll on the d10 if the number on the d6 is a 3 or 4. Add 20 to whatever number you roll on the d10 if the number on the d6 is 5 or 6.
 1. This weapon inflicts double damage if wielded in a mounted charge.
 2. Body spikes are short blades attached to the wielder's armor. Armor fitted with body spikes weighs 25% more than normal. Body spikes inflict damage according to the wielder's size: T/S=1d2, M=1d3, L or large=1d4.
 3. The values for melee reach and knockdown assume a firbolg (size large) wields the weapons. The abbreviation w/2h refers only to the larger firbolg version of a weapon, which must be wielded with two hands.
 4. This is the equivalent of a flight arrow.
 5. These larger versions of normal weapons inflict more damage than their human-sized counterparts, but never qualify for the firbolg damage bonus.
 6. The values for melee reach and knockdown assume an ogre magi (size large) wields the weapons.
 7. The values for melee reach and knockdown assume a bladeback or hornhead (size large) wields the weapons.
Attributes: 2E, Weapon, d30

Sage Advice #239 p. 87 (September 1997), Question: 7 🔗
What experience point progression chart do shamans and witch doctors use? Please don't tell me to use the wizard or priest charts in the Player's Handbook these classes are extremely limited and weaker than their human counterparts. What are the numbers of initial weapon and nonweapon proficiencies for a shaman? At what levels do shamans receive more proficiencies? Likewise, what is the number of initial weapon and nonweapon proficiencies for a witch doctor? What levels do witch doctors get more proficiencies? Shouldn't all this information be included in the Complete Book of Humanoids?
 Sorry to disappoint you, but shamans and witch doctors are priests. That's why these two classes always appear in the Priest section of each race's Class Restrictions table in the Complete Book of Humanoids. The opening paragraphs of the shaman and witch doctor descriptions (see CBH, pages 78 and 79) also make it pretty clear that these characters are types of priests.
 I recommend using the cleric experience table for shamans and the druid experience table of witch doctors. It may seem unfair to put these characters, with their meager spell selections, on the same experience tables with their human and demihuman counterparts, but life can be tough when you're a humanoid.
 Both shamans and witch doctors gain proficiencies at the normal rate for priests.
Attributes: 2E, Class

Sage Advice #239 p. 87-88 (September 1997), Question: 8 🔗
Witch doctors can select only one school of magic for mage spells. Can they select one of the elemental schools or the wild magic school from the Tome of Magic? The Player's Handbook says the minor divination school is available to all wizards. Is this lesser school available to witch doctors in addition to their main school of study? If not, how do witch doctors obtain the spell read magic to translate new spells for their spell books?
 A witch doctor's school of wizard spells can be anything the DM thinks suitable for the character's tribe. The traditional schools of magic from the Player's Handbook and the elemental schools from the Tome of Magic should work fine. The schools of metalism, and shadow (schools of effect from the Spells & Magic book) and the schools of geometry and song (schools of thaumaturgy from the Spells & Magic book) also might fit witch doctors well. The school of wild magic is the product of a long academic effort and I don't recommend it for witch doctors.
 Witch doctors are priests, not wizards, and don't gain automatic access to the school of lesser divination (or to the school of universal magic from the Skills & Powers book). There's no reason to assume witch doctors use spellbooks. As unusual priests, they might receive their spells after meditation, consultation with spirits, or any other manner suitable for their tribes. Even if they use spellbooks, it's a good bet they don't look anything like a traditional wizard spellbook does. A witch doctor's spellbook might be a collection of fetishes, a set of runes, a collection of oddly shaped pebbles, or anything else the player and DM can dream up. Likewise, a witch doctor could gain new wizard spells through direct insight (much as priests do) or through some other non literary means—the read magic spell is not a necessity for witch doctors. Note that a witch doctor who does not have access to the read magic spell cannot employ scrolls.
Attributes: 2E, Class

Sage Advice #239 p. 88 (September 1997), Question: 9 🔗
The DM™ Option:High-level Campaigns book says very specifically that the highest level of experience a PC can obtain is 30 and that THAC0 doesn't advance after 20th level. The FORGOTTEN REALMS setting is obviously a exception to these great rules, but one of my players keeps on banging me on the head with the FORGOTTEN REALMS Faiths & Avatars book (I run a FORGOTTEN REALMS campaign), which specifically states that maximum level of advancement for PCs is 40 and THAC0 continues to improve till that very level. I don't know how to keep up ruling against such a mighty power as a FORGOTTEN REALMS rulebook with only a simple advanced general rulebook to shield me. Help!
 The FORGOTTEN REALMS setting is a place with rules of its own. The tables on page 22 of Faiths & Avatars are intended to supersede High-level Campaigns for FORGOTTEN REALMS campaigns. For example, level 40 is the limit for mortal advancement in FORGOTTEN REALMS campaigns. On the other hand, you're the DM. If you like the rules in the High-level Campaigns book use them. Being the DM is all the armor you need.Attributes: 2E

Sage Advice #239 p. 88 (September 1997), Question: 10 🔗
The blind-fighting proficiency is listed in Skills & Powers with no success rating. The description of the skill in the text states that a successful proficiency check allows the character to move at a normal rate through the dark, but how can one make a proficiency check for a skill with no success rating?
 The base score for blind fighting is 9, but remember that a proficiency check isn't necessary to fight, just to move normally through darkness for one round. A failed proficiency check imposes no penalties on the character.Attributes: 2E

Skip Williams has created scores of player characters for the AD&D game, everything from a druid with a pet potted plant to an illusionist with a penchant for knitting. None, Skip reports, has ever used a kit.

Sage Advice #240, October 1997

The Sage takes a brief look at abilities for AD&D game rogues before delving into the game particulars of various magical effects.

Sage Advice #240 p. 12 (October 1997), Question: 1 🔗
The Complete Bard's Handbook lists thief/gypsy-bard as an allowable multi-class combination. What thief skills do these characters have, and how do you calculate the skill scores? If two skills are the same, do you just use the higher one?
 A thief/gypsy-bard would have the eight basic thief skills from Table 26 in the Player's Handbook (PHB). To determine the base score for each skill, compare Table 26 in the PHB to Table 7 in the Complete Bards Handbook; take the higher of the two base scores if both tables show the same skill. Give the thief/gypsy-bard 40 discretionary points to round out his skills, then adjust all skills for race, Dexterity, and kit. As the character increases in level, add further discretionary points as the character earns them. That is, the character adds 30 points each time he gains a level as a thief and 15 points each time he gains a level as a bard.Attributes: 2E, Class

Sage Advice #240 p. 12 (October 1997), Question: 2 🔗
Thieves can speak Thieves Cant. Do they gain it without spending any proficiency or intelligence slots, or do they have to spend a slot?
 No, it's free.Attributes: 2E, Class

Sage Advice #240 p. 12 (October 1997), Question: 3 🔗
Some spells listed in the PHB and DRAGON® Magazine are capable of being (and are supposed to be) cast for persons other than the caster. Others are somewhat ambiguous as to whether they can work for someone other than the caster, find familiar being one of them. Can find familiar be cast for someone other than the caster (such as a master wizard on behalf of an apprentice)? What if the spell recipient is not a spellcaster (or at least not a wizard spellcaster)? What kind of benefits (if any) would he or she receive? And what about other spells, such as the animal companion spell? The description infers that the spell is for the caster, but the information in the "statistics" portion says that the area of affect is the creature summoned. Which takes precedence? The text of the description or the stats?
 A find familiar spell allows the caster to summon a familiar and bind the creature to himself. The caster cannot assign the familiar to anyone else.
 Neither a spell's statistics nor its description "take precedence" when trying to decide whether a spell can be cast on another's behalf. One must use common sense. In most cases, the spell's description is far more useful than its statistics because the text tells you what the spell does. For example, dispel magic cancels other magic within its area of effect. It makes no difference who casts the spell. On the other hand, charm person makes the recipient loyal to the caster. A character might wish to charm someone on another character's behalf, but the recipient feels loyal to the caster, not to some third person the caster designates.
 Sometimes, however, a spell's statistics can settle the issue pretty well. Any spell with a range of "touch" can be cast for another's benefit. On the other hand, a spell with a range of "0" always affects the caster, and any powers the spell grants cannot be transferred elsewhere no matter what the spell's description might imply; the spell's area of effect might be large enough to affect multiple creatures, but if the range is 0 the spell always must be centered on the caster.
 Perhaps the statistics for the find familiar spell should read: Range: 0; Area of Effect: 1 creature within a radius of 1 mile per caster level.
Attributes: 2E, Spell, Dispel Magic, Charm, Touch spells

Sage Advice #240 p. 12+14 (October 1997), Question: 4 🔗
Your recent attention to frisky chest and similar spells has suggested a possible flaw in the Tenser's floating disc spell to me: What sort of surface do you recommend for the floor that the disk needs to be above? It would seem to be incredibly easy for someone simply to throw a weighted rock across a chasm and use the disk to ferry people across without causing the disk to disappear due to the lack of floor, simply by using a thick rope. This would seem to reduce the use of telekinesis or fly as a lot of the effects that these are commonly used for are superseded by the increased duration of the disk and the fact that it can be used on inanimate objects such as burning flasks of oil, as long as they are within the spell range. Images of hoards of low-level mages arriving in town sitting on disks, and of sneaky mages getting the disks to carry caltrops and acid into dangerous areas and then causing the disk to disappear by causing it to rise more than three feet from the ground come to mind.
 If you want to restrict abuse of Tenser's floating disc heavily, you can simply rule that the disc winks out unless the surface beneath it is capable of supporting a normal human walking at a normal pace. This rules out not only ropes but also water, quicksand, lava, and all sorts of surfaces the caster might encounter while using the spell. For most campaigns, however, a more reasonable ruling might require a surface that could conceivably support the empty disc itself assuming it were a physical object. Tightropes would still be out, but water (at least calm water), mud, quicksand, and the like would be okay.
 As a method for scattering items on the ground, a Tenser's floating disc would be useful in some cases, but not in others. The caster himself, for example, could strew caltrops much more efficiently than the disc could because the disc would drop the whole load in the same small (about three feet wide) area. Anyone encountering the resulting pile of caltrops probably would see them and easily avoid them.
 Flaming oil won't work particularly well with the disc either. One flask of oil makes a puddle three feet wide (see Table 45 in the DUNGEON MASTER® Guide), which is exactly the width of the disc. The disc is slightly concave, so it should carry the oil along without sloshing. A second flask, however, would overflow the disc—it's slightly concave. Further, lighting the oil and moving it into position will cause only minimal damage to whatever happens to be underneath when the disc vanishes—very little will actually be under the disc, as it never floats more than three feet off the ground. Also, remember that a direct hit from burning oil inflicts 2d6 hp damage on the first round. If a party fills a disc with oil, lights it, then drops it somewhere, the best they should get is a splash hit (1d3 hp damage). Since the oil is splashing, I'd make every creature within five feet of the point of impact attempt a saving throw vs. paralysis to avoid the damage. It's possible that a tiny creature—or an immobilized one—could suffer a direct hit, but if the party lights the oil before moving the disc, then the damage still should be only 1d6. If the party dumps the oil from the disc, then lights it, they could inflict the full 2d6 hp damage, provided the target is small enough and slow enough to be under the disc when it vanishes.
 The disc could carry quite a lot of acid or holy water, say five vials worth. Still, the disc floats only three feet off the ground and moves at a fairly poky movement rate of 6. Again, the best the party can hope for is a splash. In this case, I'd recommend a saving throw vs. paralyzation for every creature within five feet of the point of impact, with failure resulting in 1d3 splash hits (1 hp damage each). Of course, an immobile creature caught under the disc would suffer five hits (2d4 hp damage each).
 All the foregoing might seem stingy, but there may very well be cases where the party is better off forcing the opposition to attempt saving throws rather than trying to score missile hits, and there's no chance of the containers failing to break. Also, opponents with no room to move out of the disc's way would just be splashed, no saving throws.
Attributes: 2E, Spell

Sage Advice #240 p. 14 (October 1997), Question: 5 🔗
Will a stoneskin spell protect the recipient from the effects of non-spell critical hits?
 Yes. If the spell negates the basic damage from a hit, it negates any additional physical effects involving cuts, pokes, or impact from that hit. Touch-delivered spells are not negated, nor are magical effects, such as the electrical damage from a javelin of lightning (though the 1d6 hp physical damage from the javelin is). Stoneskin never negates damage that does not involve cutting, piercing, or striking. Damage from a flask of burning oil or damage from acid harms creatures protected by stoneskin.Attributes: 2E, Spell, Stoneskin, Touch spells

Sage Advice #240 p. 14 (October 1997), Question: 6 🔗
What happens when the recipient of a stoneskin spell also uses a fire shield spell? How much damage would an assailant suffer if the stoneskin spell negated all the damage from his attack?
 If the stoneskin spell negates the damage from a blow, the attacker who delivered the blow suffers no damage at all. Note that the fire shield spell still makes the recipient more susceptible to certain forms of attacks (see spell description).Attributes: 2E, Spell, Stoneskin

Sage Advice #240 p. 14 (October 1997), Question: 7 🔗
The PLAYER's OPTION™: Spells & Magic book allows wizards to choose priest spell spheres as schools. If a wizard chooses the priest sphere of necromancy as a school of magic, does he receive animate dead as a third-level spell or a fifth-level one? Also, is the limit of hit dice that can be animated the number that may be animated at one casting or the total number that the mage can have animated at one time?
 The wizard gains the priest version of animate dead as a third-level spell. If the wizard also has access to the wizardly school of necromancy, he also can learn animate dead as a fifth-level spell. The limits given in the spell descriptions are for each casting of the spell, not for the total number of creatures the character can have animated at once. (DMs usually find various clever ways of making players regret collecting too many animated allies for their characters). Finally, both the priest and wizard versions of the spell use total hit dice of the animated creatures to determine how many creatures one spell can animate. In both cases, the caster can animate one hit die worth of skeletons or zombies per caster level. The description for the priest version implies that priests can animate one zombie per caster level, but that's an error. Both versions of the spell work just as described under the wizard version.Attributes: 2E, Spell

Sage Advice #240 p. 14 (October 1997), Question: 8 🔗
What would a dragon do if affected by the fourth-level priest spell inverted ethics? Would the dragon freely hand out its treasure, slaughtering those who donated to the hoard, or merely permit adventurers to rob it blind?
 A dragon under the effects of an inverted ethics spell would temporarily lose its desire to hoard treasure and probably would become less jealous of what it had. Unlike the shopkeeper used as an example in the spell description, a dragon wouldn't allow people just to take treasure from its horde, because it's not in the habit of letting treasure leave the hoard. On the other hand, an inverted ethics spell also would temporarily transform an evil dragon from a suspicious, haughty, and violent creature into a trusting, humble, and mild one. The transformation might just allow a party to exchange a few pleasantries with the dragon and hit the road with their skins still intact. If anyone was foolish enough to take an item from the hoard while the dragon wasn't itself is most likely in for a heap of trouble when the spell wears off and the dragon comes looking for its missing trinkets.Attributes: 2E, Spell

Sage Advice #240 p. 14+16 (October 1997), Question: 9 🔗
The description of the delayed magic missile spell seems to contradict itself. First, it says "The missile causes 1d6 hp damage for every three levels of the caster." The next paragraph, however, says that "the initial impact deals 1d6 hp damage to the target." What amount of damage does the first blow actually cause? Also, please clarify the line, "the staggered attacks prevent a targeted spellcaster from concentrating on a spell." Does the continued attack interfere with spellcasting even if the target makes his or her save and takes no damage?
 No contradiction. The spell deals 1d6 hp damage per three levels of the caster, but no more than 1d6 hp damage each round. Although the description in the Wizard's Spell Compendium, Volume 1 lists the duration as 1 round per caster level, the spell ends out when it delivers its full allotment of damage or when its duration expires, whichever comes first. If the target is a spellcaster, any spell he attempts is ruined if he fails his saving throw during a round when delayed magic missile is in effect, but the spell works if the target makes his saving throw (provided nothing else distracts him).Attributes: 2E, Spell, Continuing Damage

Sage Advice #240 p. 16 (October 1997), Question: 10 🔗
Can a priest resurrect a character even if his head is missing?
 I'd say a priest would have a hard time casting any spells at all without his head, much less raise dead or resurrection. If the spell recipient is missing his head, raise dead won't help, but resurrection works fine.Attributes: 2E, Spell

Sage Advice #240 p. 16 (October 1997), Question: 11 🔗
I am playing an inquisitor paladin from The Complete Paladin's Handbook. My question pertains to two of the kit's special benefits, namely the ability to detect evil magic and dispel evil magic. What, exactly, is evil magic? Is any magic cast by an evil character "evil?" Does that mean that if my character encounters a long sword +1, he can destroy the sword if an evil wizard created it? What about other types of spells? The inquisitor's dispel evil magic ability has a base success chance of 100% making it very potent indeed.
 In this case "evil magic" is any magic cast by an evil creature. However, the magic must be a spell or spell-like ability still operating. For example, an inquisitor cannot detect or dispel a cure light wounds spell an evil character has cast because the magic is only fleeting; only its effects are permanent. Nor could an inquisitor dispel a flesh to stone spell an evil creature has cast. (Exactly which spells have instantaneous durations but permanent effects is subject to some debate, and any listing of such spells can vary from campaign to campaign.) The inquisitor could detect and dispel an evil caster's charm person or curse spell, however.
 Certain spells, such as permanency, quest, and geas either cannot be dispelled at all or can be dispelled only by characters of higher level than the original caster—check the individual spell descriptions to be sure.
 Magical items don't qualify, as they are not spells or spell-like effects. However, if an evil creature uses a magical item to create a spell-like effect, an inquisitor can detect and dispel it. Likewise, magically created or animated creatures, such as zombies and golems, cannot simply be dispelled.
Attributes: 2E

Sage Advice #240 p. 16 (October 1997), Question: 12 🔗
The description for the sixth-level wizard spell death spell gives a chart which indicates that the maximum number of hit dice for affected creatures is 8+3. Can we assume from the foregoing that characters and NPCs of 9th level and higher are totally unaffected by the death spell? Does the death ray of a beholder have the same limitation on hit dice (understanding that it only affects just one creature per round, assuming the beholder can keep using the eye that produces the death ray)?
 Level equals hit dice in this case, so characters of 9th level or higher needn't fear death spells. Technically, the beholder eye ability duplicates a death spell except that it affects only one creature at a time, just as you point out. If you're following the rules to the letter, that means a beholder's death ray slays creatures of 8+3 hit dice or less without a saving throw. Such creatures cannot be raised or resurrected (see the opening lines of the spell description). I have always preferred to treat the beholder death ray as a ranged slay living effect (reverse of the fifth-level priest spell raise dead), which allows a saving throw vs. death magic but also inflicts 2d8+1 hp damage if the saving throw succeeds.Attributes: 2E, Spell

Skip Williams has been killing player characters with kindness since 1975 in a campaign world of his own devising and in convention scenarios too numerous to count.

Sage Advice #241, November 1997

This month, the Sage considers some queries taken straight from the mailbag.

Sage Advice #241 p. 14 (November 1997), Question: 1 🔗
What happens when a Rogue character violates his alignment restrictions? What if a thief becomes lawful good or a bard loses neutrality? All of their class abilities are skills, not granted powers, so what happens to them?
 The DM is free to impose any penalties he deems appropriate. I recommend that a thief who becomes lawful good suffer no immediate effects, but the thief should not be allowed to gain any further experience in the thief class. A bard who loses his neutral alignment also should no longer be able to gain experience and should immediately lose his ability to memorize spells. While a bard's spellcasting ability is not a granted power, it does require a certain state of mind that the bard loses along with his neutral alignment.Attributes: 2E, Class

Sage Advice #241 p. 14 (November 1997), Question: 2 🔗
According to Faiths & Avaturs and to the FORGOTTEN REALMS® Adventures book specialty priests of Lathander are especially effective in turning undead affected by sunlight-gaining four levels of turning ability. I'm wondering which undead are considered to be in the aforementioned category. And how should DMs deal with special or customized undead?
 If the undead creature's description lists any detrimental effects from sunlight, a specialty priest of Lathander gains the bonus levels; the description's Combat section usually lists such effects. The undead creatures from the MONSTROUS MANUAL™ tome that fall into this category include banshees, spectres, vampires, wights, and wraiths. The priest retains his extra power even against exceptional individuals that can resist sunlight. For example, a Patriarch vampire (see Van Richten's Guide to Vampires) remains more susceptible to turning by specialty priests of Lathander despite its special resistance to sunlight.Attributes: 2E, Class, Turn Undead

Sage Advice #241 p. 14 (November 1997), Question: 3 🔗
Are the hiding properties of a cloak of elvenkind added to a Rogue's or ranger's Hide in Shadows skill, or are they used instead of the skill?
 The cloaks power to hide its wearer operates independently of any concealment skill the wearer might have. It is not cumulative with any form of the Hide in Shadows skill.Attributes: 2E, Class

Sage Advice #241 p. 14 (November 1997), Question: 4 🔗
The item description for the cube of frost resistance reads: "... it encloses an area 10' per side, resembling a cube of force. The temperature within this area is always 65 degrees F." Does this mean that no heat-based attack can raise this temperature? A player I know was trying to do this, saying that during a battle close to molten lava his character was not harmed because he had a cube of frost resistance activated. I think that the temperature in the area is raised to 65°, so heat can affect a person carrying it, but he insists that it is always 65° regardless of the outside temperature. Which one of us is right?
 You have encountered that most dangerous and irksome of beasts, the rules lawyer. Show no fear or uncertainty (they can sense that and will charge, fangs and claws deployed). Look your rules lawyer in the eye and say: "Within the field a cube of frost resistance generates, the temperature is always at least 65° Fahrenheit, but it can be higher. A cube of frost resistance offers no protection against heat or fire."Attributes: 2E

Sage Advice #241 p. 14+16 (November 1997), Question: 5 🔗
How is the favor of Ilmater spell (from Faiths & Avatars) supposed to work? The second form of this spell allows the priest to transfer his hit points to someone else, while absorbing the damage that this person has suffered. What happens if the caster doesn't have enough hit points remaining to handle all the damage the recipient already has suffered? Can casting this spell ever reduce the caster's hit points to less than zero? What happens when the recipient is at negative hit points or is suffering from a special damage effect, such as a bleeding wound from a sword of wounding?
 The spell caster can never give the recipient more hit points than he currently has; however, if the campaign uses the optional rule for hovering at death's door (see Chapter 9 of the DMG), the caster can reduce his hit points to as little as -10 and transfer them to the recipient. That is, a priest with a total of only 10 hit points could actually transfer 20 points to the recipient.
 In any case, whenever the caster transfers enough hit points to bring his total to zero or less, he must make a successful System Shock roll or die. If the caster's System Shock roll succeeds, he loses consciousness and remains so until magical healing restores his hit points to a positive number; nonmagical healing has no effect on the caster. Likewise, if the recipient has less than 0 hit points when the spell is cast, both the caster and the recipient must make system shock rolls as noted above. If the recipient makes a successful System Shock roll, he regains consciousness and can function normally, though he still forgets any spells he had memorized.
 A wound from a sword of wounding prevents the recipient from benefiting from the spell; any hit points transferred are simply lost. Otherwise, the spell heals any special effects from wounds so long as they are purely physical. That is, the spell mends broken bones and cures dizziness but does not cure diseases or neutralize poisons. The spell also does not restore severed limbs, but it does halt bleeding from such catastrophic hits.
Attributes: 2E, Spell

Sage Advice #241 p. 16 (November 1997), Question: 6 🔗
A few of the more unusual character races available to players—such as minotaurs, ogres, and most Athasian races—can regenerate damage thanks to Constitution scores of 20 or more. What are the limits on this power? Can it regenerate the character back from death (provided the damage wasn't from fire or acid)? If so, is the character required to make a Resurrection Survival roll or lose a point of Constitution?
 No, a character with a very high Constitution score can't regenerate back from death—once dead, a character effectively has no Constitution score at all. Note however, that a character hovering at death's door (see the optional rule in Chapter 9 of the DMG) is still alive, albeit unconscious. Characters with high Constitution scores cannot regrow lost limbs, but the DM might allow them to reattach lost limbs if the severed member is pressed onto the stump.Attributes: 2E

Sage Advice #241 p. 16 (November 1997), Question: 7 🔗
Can magical effects generated through innate magical abilities, such as a monster's ability to haste itself, be dispelled? If so, should the creature's Hit Dice be used as the ability's casting level?
 Such effects can be dispelled, provided the effect has a duration longer than instantaneous. A creature's Hit Dice usually works as a default casting level, but check the creature's description to be sure. A creature's casting level is either its Hit Dice or the minimum level required to cast its most powerful innate ability, whichever is higher. A brownie, for example, functions as a 7th-level caster—it can employ the fourth-level Wizard spells dimension door and confusion, and a Wizard must be at least 7th level to cast these spells. Table 7 in the Spells & Magic optional rule book lists caster levels for many types of monsters.Attributes: 2E, Dispel Magic

Sage Advice #241 p. 16 (November 1997), Question: 8 🔗
Does the know alignment spell work on sentient magical items, such as swords?
 Sure, both the wizard and priest versions of the know alignment spell work on both creatures and objects, so long as they actually have alignments and so long as no outside force interferes with the spell. A nondetection spell, for exampie, defeats know alignment spells.Attributes: 2E, Spell

Sage Advice #241 p. 16 (November 1997), Question: 9 🔗
As you pointed out back in issue #228, the fourth-level priest spell spell immunity doesn't work if the recipient also uses other forms of magical protection. Does this mean that the spell recipient cannot benefit from any form of magical protection, or just not from magical protections relevant to the current use of the spell immunity spell? For example, does a ring of protection +1 count against a spell immunity effect vs. magic missile spells? Or do only those spells and items directly linked to the current spell immunity effect apply, such as a ring of fire resistance when used with spell immunity effect vs. fireball spells? One final question: Can a character benefit from more than one spell immunity effect at a time?
 A spell immunity spell does not function with any other form of magical protection, including itself. It doesn't matter what form the magical protection takes. The DM might want to designate certain exceptions, such as magical armor or bracers of defense, but anything that provides a universal saving throw bonus (such as a ring of protection) or which renders the user immune or partially resistant to a specific attack form (such as a ring or warmth or a ring of fire resistance) should interfere with spell immunity,Comment: follow up on #228Attributes: 2E, Spell

Sage Advice #241 p. 16 (November 1997), Question: 10 🔗
Which of the following defensive priest spells work cumulatively with each other: bless, protection from evil, aid, chant, prayer, strength of one, defensive harmony? Or can they all function together? I am experiencing abuses by PC priests who can cast these spells together. Two priests can transform a party into an unbeatable killing machine.
 Generally speaking, a creature or character cannot benefit from multiple defensive bonuses from similar sources. I suggest allowing protection from evil to work with anything else on your list. Chant and prayer can work together, but only when there are two different casters of the same sect (see spell descriptions); otherwise, I'd treat bless, aid, chant, prayer, and defensive harmony as progressively more powerful versions of the same effect—only the most powerful works for any recipient. Note that a single character could enjoy the offensive benefits of a prayer spell along with the protective benefits of defensive harmony, and that aid still grants temporary hit points even when other spells render the combat bonuses it provides moot.
Strength of one is a purely offensive spell that increases its recipients' Strength bonus to damage; it works with other offensive bonuses according to the principles outlined above.
Comment: stacking magic effectsAttributes: 2E, Spell

Sage Advice #242, December 1997

This month, the Sage ponders the capabilities of polymorphed creatures, elven resistance to spells, and other troublesome questions from the AD&D® game.

Sage Advice #242 p. 16 (December 1997), Question: 1 🔗
The description for the polymorph other spell says that a polymorphed creature does not gain any magical or special abilities that go along with its new form unless a mental change occurs. When the spell recipient gains the new form's mentality, it gains the form's magical and special abilities and resembles a genuine version of the creature. Does that include hit points and Hit Dice? How are hit points assigned? How long does the process take? What happens to a creature that has undergone the mental change and then becomes subjected to a successful dispel magic effect? Does the restored creature retain any abilities from the assumed form?
 Once the mental change takes place, a polymorphed creature gains all the assumed form's abilities: Hit Dice, Armor Class, combat abilities, magical abilities, and so on. The DM can re-roll all the creature's hit points or can simply roll all the Hit Dice the creature has gained (or lost) and add (or subtract) the result from the creature's old hit-point total.
 Technically, the polymorphed creature gains all its new abilities the instant its mentality changes, though some DMs might require some time before the creature can use them. I'd suggest one day to one week per ability, depending on how difficult it is to use. The DM rates each ability's difficulty and decides the order in which they become available.
 In any case, the mental change is permanent. The creature's newfound abilities, however, remain dependent on the polymorph other spell. If the effect is dispelled, the creature reverts to its natural form and loses all abilities that went with it—even purely mental abilities and other powers that the creature's natural form could sustain. Nevertheless, the creature firmly believes the assumed form to be its natural one. A wish can remove the delusion. Some DMs also allow heal or restoration spells to do the trick.
Attributes: 2E, Spell, Dispel Magic

Sage Advice #242 p. 16 (December 1997), Question: 2 🔗
Suppose my character casts a prayer spell on himself. If some enemies come into the spells area of effect after my character finishes the spell, does my character gain the spell's bonuses against them so long as the spell is still in effect? Do the newly arrived enemies suffer the spell's penalties against my character? What about my character's allies?
 Everyone in the area of effect at the instant a prayer spell is cast is affected for the duration of the spell. Those not in the area of effect when the spell is completed are unaffected. All the casters allies gain the listed bonuses (see spell description in the PHB). If these characters subsequently encounter foes who have not been affected by the prayer spell, they gain all the spell's bonuses, but the foes suffer no penalties from the spell.Attributes: 2E, Spell

Sage Advice #242 p. 16 (December 1997), Question: 3 🔗
It seems to be an old question, but the question of an elf's resistance to sleep and charm spells has raised its ugly head our local campaign. Does elf resistance count against any spell of the school of Enchantment/Charm or only against the spells charm person, charm monster, and sleep? If it works against the whole school of Enchantment/Charm, I do indeed think that the race of elves is far too strong to be a player character race and thus should be banned from play.
 Yeah, its an old question, one the Sage has answered before, but here's a better answer: An elf's resistance applies to spells and spell-like effects that allow continuing control over the recipient. These include charm person, charm monster, domination, fire charm, a vampire's charm gaze, a harpy's song, and many others. An elf's resistance does not apply to effects that allow limited control or impose a disability, such as command, hold person, suggestion, quest, or geas. Nor does an elf's resistance prevent outside influences from usurping control of the body, such as magic jar.
 Any effect that causes the recipient to fall into an enchanted slumber, such as the sleep spell or the sleep effect of the eyebite spell, is subject to elven resistance. If an opponent uses a command or suggestion spell to induce an elf to fall asleep, the elf does not gain the benefit of his resistance, but the resulting sleep is not "magical" sleep, and the elf can awaken in response to loud noise, general discomfort, or the like.
Attributes: 2E, Race, Elven resistance, Charm

Sage Advice #242 p. 18 (December 1997), Question: 4 🔗
With the special link between familiars and wizards, could a familiar who has the intelligence to scribe, memorize and learn spells, attempt to learn a spell its master knows? If the wizard failed to learn a particular spell, could his familiar try to learn it?
 No and no.Attributes: 2E, Spell

Sage Advice #242 p. 18 (December 1997), Question: 5 🔗
What is the deal with the listing for monster summoning VIII in the back of the Monstrous Manual™ tome? As far as you've let us know, monster summoning VIII is the highest possible (because it's a ninth-level wizard spell).
 There actually are some spells higher than 9th level out there (true dweomers, psionic enchantments, and elven high magic to name a few). However, there is no monster summoning VIII spell. The listing in the MONSTROUS MANUAL tome is an error, but I've always found it useful as an alternate list for the monster summoning VII spell.Attributes: 2E, Spell

Sage Advice #242 p. 18 (December 1997), Question: 6 🔗
In the Player's Handbook, it is said that paladin can turn baatezu, tanar'ri, and other lower-planar scum. How does the ability work? Are the creatures affected like undead of similar Hit Dice, or is turning them more difficult?
 Use the "Special" line on Table 61: Undead Turning for lower planar creatures unless the creature's description says to use another line. Note that paladins themselves can be turned by evil priests. The priest functions as though he were three levels lower than his actual level and uses the line appropriate for the paladin's hit dice.Attributes: 2E, Turn Undead

Sage Advice #242 p. 18 (December 1997), Question: 7 🔗
If a spell has an open-ended duration, one not dependent on time, such as armor, invisibility, or contingency, can a character cast these spells and then re-up with new spells on the following day? Or do these spells take up a spell slot while they last?
 A spell vanishes from the caster's memory the moment it's cast, not when it ends. So, yes, a character can rememorize a spell he currently has running.
 Note, however, that some of the spells on your list have finite durations. Invisibility, for example, has a maximum duration of 24 hours (see spell description), and contingency lasts a maximum of one day per level of the caster. I strongly recommend that you limit armor to a maximum duration of one day, too.
Attributes: 2E, Spell, Invisibility

Sage Advice #242 p. 18 (December 1997), Question: 8 🔗
If a character dies from a poison with an immediate onset time, can a neutralize poison or slow poison spell save him if cast on the following round? If not, then it would seem that the vast majority of creatures with these poison types are excessively deadly.
 Neither of these spells helps the recipient unless applied before the poison takes effect. Although the DUNGEON MASTER® Guide clearly indicates that the effect of a poison with an immediate onset time is felt the instant it is applied, it's best to allow a slow poison or neutralize poison spell to save a poisoned creature from death if cast during the same round the recipient was poisoned. The poison might take effect immediately, but the recipient doesn't necessarily die instantly.
 Yes, creatures that have venom with an immediate onset time are quite deadly—something people who design monsters overlook all too often.
Comment: Very interesting that the Sage seems to imply that these monsters are designed "wrong"Attributes: 2E, Spell

Sage Advice #242 p. 18 (December 1997), Question: 9 🔗
Exactly how does a character with the healing and herbalism proficiencies tend to a poisoned character? The PHB says they must tend them the round immediately following the poisoning and for the next five rounds. My question is, exactly when is the saving throw made? Immediately when poisoned? Delayed until the end of the tending? Re-rolled after the tending? Since timing is everything and nothing is certain, this has caused considerable difficulties in our campaigns (we all handle it a different way).
 The healer or healer/herbalist must drop everything and tend the poisoned character during the round when he is poisoned and for the next five rounds. The poisoned character makes his saving throw at the end of the five rounds, not when initially poisoned—the healer must commit to the attempt to cure the poison before he knows what the result will be. If the group has a healer, it's incumbent upon the DM to make sure the poisoned character doesn't roll a saving throw too soon.
 If the poisoned character has received a slow poison spell, you might allow a character who has already failed a saving throw vs. poison a second saving throw if a healer or healer/herbalist tends him before the spell ends.
Attributes: 2E, Spell

Sage Advice #242 p. 18+20 (December 1997), Question: 10 🔗
If a poison is classified Injected, can it be used to coat a weapon? Since "Injected" means it must be put directly in the bloodstream, I think any successful hit (at least 1 hp damage) will count as the poison being injected, since that hit has drawn blood. (You don't coat your hammer with poison.) I know the creature struck has to attempt a saving throw vs. poison, but what damage will the poison cause if the saving throw fails? What happens if the saving throw succeeds? Does the amount of damage the blow inflicted have any effect on what the poison does? Also, how long does the poison last once it's applied to a weapon, and how long does it take to poison a weapon?
 Yes, Injected poisons can be "injected" with a successful attack by a piercing or slashing (type P or S) weapon coated with the venom. For game purposes, blunt (type B) weapons can't inject poison. While not every "hit" in AD&D game combat necessarily draws blood, it's best to require a creature struck by a poisoned weapon to attempt a saving throw vs. poison anytime a poisoned weapon hits and inflicts damage; though the DM could introduce some additional mechanic, such as a minimal amount of damage (say at least 3 hp damage) or a high attack roll (perhaps a attack roll of 16 or higher or an attack score at least three points higher than the minimum needed to score a hit).
 Once the attack delivers the poison, the rules on poison from the DMG (Chapter 9) take over, and any damage the weapon inflicted becomes moot. Just roll the saving throw and apply the result. Note that most poisons can inflict some small amount of damage even if the recipient makes a successful saving throw.
 The DM has to decide how long a poison remains dangerous once applied to a weapon. I suggest no less than one turn and no more than one day. Use the shorter time for simple liquids that the user just slaps on and the longer time for specially prepared venoms that won't rub off or evaporate readily. One successful hit with a poisoned weapon should effectively wipe off all venom, as should exposure to large volumes of water, intense heat, or similar conditions that could remove the venom.
 It takes a full round to apply venom to a weapon (no movement or other significant actions allowed), and a character can apply poison that quickly only if the poison is readily at hand. Small weapons, such as arrows or quarrels can be envenomed 10 at a time.
 Many referees I know require characters carrying poisoned weapons to attempt saving throws vs. poison every turn or hour to see if the character has scratched himself or had some similar mishap. Success means nothing happens to the character. Failure means the character has poisoned himself.
Attributes: 2E

Sage Advice #242 p. 20 (December 1997), Question: 11 🔗
The characters in my game recently came upon a room where they found a few furnishings and a "cloak" hanging on a peg. At a suggestion form another player, the party thief tried on the "cloak" only to find that it was a cloaker! The monster proceeded to make mincemeat out of the thief, and then the rest of the party. Now I'm wondering, should I have rolled to see if the cloaker was surprised?
 Assuming that the cloaker wasn't aware of the party before the characters entered the room, and wasn't asleep or otherwise distracted, this is what I would have done:
 When the party first entered the room, I would have checked to see if the cloaker was surprised (not when the thief grabbed the cloaker). Since cloakers spend most of their lives waiting for prey to stumble by, I would have given it a +2 bonus to the roll, as it was prepared to make an attack. If the cloaker had been surprised, I would have decided that the party caught it off guard and that it snapped to its senses when the thief grabbed it. Note that the party would not be aware of the cloaker until the thief woke it up even though they had surprised it.
 If the party had not surprised the cloaker, I would have assumed that the cloaker ambushed the party (see PHB, Chapter 11), giving it a free attack on the thief, with no defensive bonuses for the thief's Dexterity and a +2 bonus for a rear attack (because the thief was literally trying to wear the cloaker).
 In any case, I would have had the party roll for surprise only when they actually discovered the cloaker, The cloaker could have made two free attacks before there was an initiative roll—one when the thief tried to put it on (provided the cloaker was not surprised itself) and one more if the party was surprised.
Attributes: 2E

Skip Williams reports that he wrote the bulk of this month's column on the third floor of a drafty old house where he was a guest. Skip says the garret was well supplied with closets full of old clothes where it was just faintly possible to imagine cloakers lurking in the darkest periods of windy nights.

Sage Advice #243, January 1998

THE SAGE ANSWERS QUESTION'S straight from the mailbox this month. Optional rules for the AD&D® game proved popular (the Sage has a few of his own to suggest). The Sage also revisits the effects of wall of force spells on divination spells.

Sage Advice #243 p. 18 (January 1998), Question: 1 🔗
Exactly who can use wearable magical items? For example, could a magic ring fit a gnome and would it alter enough in size to fit a giant. I know armor will only adjust about six inches or so, but I could swear that I read somewhere that other wearable items, such and rings, bracelets, necklaces etc. could fit any size from titan to gnome. Could you help me out.
 The DMG contains a table for determining what size armor is (in Appendix 3); use that table for defensive items such as bracers. Sizes are assigned by race, and elven chain mail has its own table. There is no six-inch adjustment. If the armor fits a character's race, it fits the character. Of course, if your character is unusually large or unusually small for her race, the character might have a hard time finding any kind of armor that fits.
 Some magical items do change size to fit the wearer. Gauntlets of ogre power, for example, grow or shrink to fit halfling- to human-sized hands. All magical boots expand or shrink to fit wearers from halfling to giant size (see the notes on categories of miscellaneous magical items in the DMG). Beyond these specific examples, there is no general rule for item sizes. Your DM can decide that on his or her own. In campaigns where magic is rare, its best to allow considerable latitude in this matter; otherwise, the PCs won't be able to use what little magic they find. In some cases, an item will fit a large range of creatures without altering its size at all. For example, a ring that a gnome or halfling character might have to wear on her thumb might fit on an ogre's pinkie.
Comment: The Complete Fighter's Handbook p. 109 Armor Fitting:
 Armor made for one race rarely fits another: it may be too big, too small, or proportioned too strangely.
 Below is a chart. The column to the left shows the type of demihuman trying to wear the armor. The rows along the top show what species the armor was made for. The percentage chances shown are the chances that the person can wear the armor, and the "+" and "–" symbols show whether the armor is more likely to be too big or too small for the wearer. (If there is no such symbol, it means that odds are even, 50% that it will be too big, 50% that it will be too small.) "Too large" could mean that it is so baggy or empty that it hinders the wearer and does not protect him well enough, or that it is so long on him that it interferes with his walking. "Too small" could mean that it is not broad enough to accommodate the wearer's chest, or that it is so short that it looks ridiculous and docs not sufficiently protect the wearer.
 Now, at the DM's discretion, many things can affect these percentage chances.
 If a character of one sex is trying to put on armor built for another sex, chances go down that it will fit. The chance is reduced 10% (but never goes below 5%). If a fit fails because of that modifier. It's because the woman found the man's armor too big. or the man found the woman's too small.
 However, the DM may allow the difference in sex to help sometimes—in cases where the armor is not likely to fit a male human because it is too small in the shoulders and chest. A human woman trying to put on a male half-elf's armor might be at no modifier, and find herself at a + 10% modifier to wear a male elf's armor.
 Remember that full plate has its own modifiers for chances to fit: it has only a 20% chance to fit another member of the same race (10% ff the new wearer is of the other sex). A character cannot wear full plate made for a character of another race, period.
 The DM can allow previously role-played determinations of a character's height and build to affect the chances from the chart below. For instance, if one player has always said that his human character was short and stocky. say 5'4" and powerfully built, so that many people joked about him having a dwarvish ancestor, the DM can give him a + 15% chance to wear dwarvish armor: this raises his chance from 50% to 65%, as if he were a human trying to wear armor of his own kind. The DM should, however, subtract that same modifier from the character's chance to wear armor built for humans: that chance would go down from 65% to 50%.
Race
Trying To Race For Which Armor Was Built:
Wear Armor: Dwarf Elf Gnome Half-Elf Halfling Human
Dwarf 80% 0% 10% 10% 35% 40%
Elf 10% + 90% 50% 70% + 35% + 50% +
Gnome 40% + 40% + 75% 25% + 65% + 20% +
Half-Elf 20% + 45% 10% + 70% 35% 50%
Halfling 75% + 30% 35% 35% + 70% 20% +
Human 50% 20% 5% 30% 10% 65%
Attributes: 2E, Magic item size

Sage Advice #243 p. 18 (January 1998), Question: 2 🔗
When using the PLAYER'S OPTION™ combat system from the Combat & Tactics book, how do you decide exactly when a character attacks when he uses two weapons? Let's say a character uses two long swords (being ambidextrous and a two-weapon style specialist). The section on phases states that both long swords will hit in the average phase. If that is the case, what happens if the creature being attacked dies from damage caused by the first weapon? Is the person required to follow through with the second attack and waste it (as that was his declared action), or can he redirect his other attack on a nearby creature that phase or at a later phase that same round. My reasoning here is that both attacks occur simultaneously and therefore hit at the same time (or so close together as to be simultaneous for game purposes) and that a character can't really tell which one was the killing blow quickly enough to switch targets in one round. Another person in the gaming group reasons that a character wouldn't follow through with an obviously futile attack when there are more pressing concerns in a fight (that is, other foes). Any help you could give me regarding this would be immensely helpful.
 Which one of you is the DM? That person is "right."
 I'm inclined to favor something like your first suggestion. The character has to declare where his two attacks are going. If that results in overkill, too bad. The character could opt to delay one attack until a later phase, but he's got to do that before he sees the results of the first attack.
 In cases where a character uses two weapons that don't have identical speeds, the combined attack comes on the slower of the two phases and still occurs (effectively) simultaneously. In any case, if the character wielding two weapons is threatening two or more opponents, he can direct his two attacks at two different opponents, but must decide to do so before rolling any dice to resolve the attacks.
Attributes: 2E

Sage Advice #243 p. 18 (January 1998), Question: 3 🔗
In the PLAYER'S OPTION combat system, does a character who is casting a spell while threatened (adjacent to an armed opponent) trigger an attack of opportunity?
 Spellcasting does not trigger an attack of opportunity.Attributes: 2E

Sage Advice #243 p. 18+20 (January 1998), Question: 4 🔗
Can you explain exactly how to assign hit points, proficiencies, class abilities, and armor to multi-classed characters?
 A multi-classed character's abilities are subject to considerable debate, even at TSR, inc. Here are some recommendations and observations on the matter:
 For hit points, roll all the PC's Hit Dice, adjust each die for Constitution, and note the total somewhere. A character's hit-point rating is the average of all the dice (the total divided by the character's number of classes). Drop all fractions, but don't discard the total (you'll use it to help determine the character's hit points as she gains levels). Each time the character gains a level, roll the appropriate hit die, adjust for Constitution, and add it to the recorded total. Recalculate the character's hit points by dividing the new total by the character's number of classes, again dropping any fractions. This method is different from the procedure given in Chapter 3 of the Player's Handbook (PHB), and it gives multi-classed characters a few more hit points as they advance in level (because the practice of keeping a running total of all hit dice rolled allows fractional hit points to build up instead of being lost to rounding down).
 Multi-classed characters gain all the abilities from their classes (except armor and weapon use—see below). A character can use only one ability at a time, however, and cannot combine abilities as part of a single action. A fighter/mage, for example, cannot make a melee attack while casting a spell, though she could use her fighter THAC0 when targeting spells that require attack rolls. A thief making a backstab attack must use her thief THAC0 to get her attack and damage bonuses (selecting just the right spot to hit puts a crimp on her overall fighting ability).
 Except as noted above, a multi-classed character uses the best THAC0 from her classes.
 A multi-classed character always uses the best available saving throw from all her classes.
 To assign proficiencies to a multi-classed character, choose the highest number of initial proficiencies from among all the character's classes. Thereafter assign a new proficiency whenever the character would normally earn them for each class. (This, too, is a departure from the PHB method.) The character can freely choose non-weapon proficiencies from any group allowed to any one her classes. For example, a fighter/thief could chooses from the General, Warrior, and Rogue groups. Weapon proficiencies work the same way, except where noted below.
 Multi-classed characters generally must abide by the worst armor restrictions among their classes. Multi-classed elf and half-elf mages can wear elven chain mail if one of their other classes is normally allowed to use chain mail. Multi-classed thieves suffer penalties to their abilities if they wear armor better that leather. Elven chain mail, padded armor, and leather armor impose the penalties noted on Table 29 in the PHB. Other types of armor negate all thief abilities except Open Locks and Detect Noise (these abilities still suffer the penalties from the "Padded or Studded Leather" column on Table 29). Note that the Complete Thief's Handbook extends Table 29 to cover most types of armor. (I personally don't like this rule very much. I prefer to allow multi-classed characters to wear the best available armor, except for thieves, who suffer the penalties noted above if they wear heavy armor.)
 Multi-classed characters generally enjoy the best weapon selection from among all their classes, except for priests, who remain bound by their priest weapon restrictions. (I don't care for this rule, either, and prefer to allow any multi-classed character to choose weapons form those available to all their classes.)
Comment: Very good comprehensive guide
 The rulings for HP are very good, and should honestly be the default as it saves the fractions.
 The extra amount of NWP and weapon profs, might be too much, and allow a multi class character, especially one with 3 classes to get too many proficiency points.
 Ruling for Thief THAC0 backstabs is consistent with issue #169 and #183.
 The note about thieves getting penalties when using armor better than leather, the following sentence should probably say studded leather instead of just saying leather.
 Elf and half-elf mages + elven chain mail is also a departure from the DMG, as it only says you can do this if you are a elf fighter/mage (note half-elf not mentioned). This is also a departure from #172, but is somewhat aligned to #180 and #237
Attributes: 2E, Class, Wizard in Elven chain mail, Wizard in metal armor

Sage Advice #243 p. 20 (January 1998), Question: 5 🔗
My group is having a discussion on the use of the fireball spell. In the spell description and the statistics of the fireball spell, there are two different figures to go by: one is a 20' radius, and the other (in the description) is 33,000 cubic feet (33 10' × 10' × 10' cubes). Which one of these is the correct way to use the spell? Also, is there a difference between outdoor and indoor use of the spell?
 Both listings are correct.
 A fireball forms a sphere with a 20' radius. If cast is a restricted area, however, the blast conforms to the shape of the space. The sphere has a volume of about 33,000 cubic feet. So, if you cast your fireball spell in a corridor 10 feet wide and 10 feet high, the blast extends 330 feet. If you cast your fireball spell outside or in a room 50 feet square, you get a sphere. The shape of the spell effect depends on how much space is available.
 The spell works the same way indoors or out, though it's much more likely to become distorted indoors.
Attributes: 2E, Spell

Sage Advice #243 p. 20 (January 1998), Question: 6 🔗
Does a fireball spell rebound off walls or doors, or can the wizard "bury" part of the area of effect inside a wall?
 No, the missile explodes on contact with any solid object, and the blast always fills the available space (up to the limit of its 33,000-cubic-foot volume—see previous question).Attributes: 2E, Spell

Sage Advice #243 p. 20 (January 1998), Question: 7 🔗
Is the act of touching an opponent to complete a touch-delivered spell or special attack considered an unarmed attack that gives an armed opponent an attack of opportunity?
 No. The attacker is "armed" with the spell or special ability.Attributes: 2E, Spell, Touch spells

Sage Advice #243 p. 20+22 (January 1998), Question: 8 🔗
How does the second-level Wizard spell choke (from the first volume of the Wizard's Spell Compendium) supposed to work? From the way that the spell is worded, the target receives no saving throw to resist the spell, just against the damage for half. Is that correct? If a successful save doesn't negate the spell, what happens when is cast on a spellcaster? That same caster could not cast any spells for the duration of the choke spell, right? The choke spell lasts one round per caster level, the target always suffers damage every round, and a spellcaster cannot cast spells in a round he takes damage. Is it possible for choke to inflict no damage at all? The base damage is 1d4 hp damage, so what happens if the die roll is a 1? Does that round down to no damage, possibly giving the target a chance to cast a spell?
 The victim of a choke spell gains a saving throw, but success only reduces the damage by half. Note that you round fractions up when calculating half damage from the spell (see spell description), so the victim always takes at least one point of damage each round the spell lasts. Note that the target attempts the saving throw the moment the spell is cast, and the result applies to the entire duration of the spell.
 If you're using the combat rules in the PHB, allow a spellcaster affected by a choke spell (or any other from of continuing damage) a normal initiative roll each round. If he wins, he can cast a spell (he still takes damage, but managed to get a spell off before any damage took effect). If the target loses initiative, the choking disrupts spellcasting during that round.
 Note that in the PLAYER'S OPTION combat system, continuing damage from a spell like choke doesn't take effect until the resolution phase of the round, after everyone has taken their actions. If you're playing by the book, such damage cannot disrupt spellcasting unless the casting takes more than a full round.
Attributes: 2E, Spell, Continuing Damage

Sage Advice #243 p. 22 (January 1998), Question: 9 🔗
The Combat & Tactics book says a character who has achieved grand mastery with a weapon can use the next higher damage die for the weapon. What happens when the weapon's damage rating is already 1d20, such as the no-dachi the damage vs. large opponents? does this go to 1d100 (that seems a bit much).
 The next step is 1d30. If you don't have a 30-sided die, you can use 1d10 and a control die (1d6 works best) as follows:
 On a roll of 1-2, read the d10 as is.
 On a roll of 3-4, add 10 to whatever comes up on the d10.
 On a roll of 5-6, add 20 to whatever comes up on the d10.
Attributes: 2E, Weapon, d30

Sage Advice #243 p. 22 (January 1998), Question: 10 🔗
How does a thief know which spells are on a scroll, and how does he know which spell will be cast if he reads the scroll?
 If the thief is high enough level to use the scroll (10th level), he can study it and understand it somewhat. The study reveals which spells are on the scroll and what they do (well enough so the thief's player can refer to the spell's description). The thief could tell the party wizard or priest what's on the scroll, but these characters still must study the scroll with a read magic spell before they can use it (a description from a dilettante is not good enough for a true professional). When using the scroll, the thief is free to decide which spell to cast from it. Don't forget the thief's spell failure chance of 25%. If the spell fails, there is always some adverse effect on the thief—the DM should feel free to be creative.Attributes: 2E, Class, Scroll

Sage Advice #243 p. 22 (January 1998), Question: 11 🔗
Back in issue 237, you wrote that a wall of force spell blocks divination spells that don't render things visible. Does this mean that a wall of force blocks spells such as locate object? What about detect magic, which makes magical auras visible?
 Actually, locate object falls into the same category as effects as clairvoyance and clairaudience; it bypasses the wall entirely. Detect magic allows the caster to detect magical auras. In many campaigns, the spell makes auras visible, but that's window dressing, not part of the spell description. A detect magic spell's area of effect will not extend through a wall of force any more than it can extend through a metal wall (though the spell will reveal the wall's magical aura). On the other hand, spells such as detect invisibility and true seeing make things visible so long as they are within range and in the caster's line of sight. Technically, these two spells also have areas of effect, but a wall of force is transparent to them.Attributes: 2E, Spell

Sage Advice #243 p. 22 (January 1998), Question: 12 🔗
When magical arrows or quarrels are found as part of a random treasure, how do you decide what types of missiles are found. For example, how often to you find flight arrows as opposed to sheaf arrows? Likewise, when a randomly generated treasure contains a magical polearm, how do you decide what kind of weapon is found?
 If you're using the weapon list from the PHB, here are some tables you can use:
Arrows (d20)
1-12 Flight Arrows
13-20 Sheaf Arrows

Axes
 (A roll of 4-5 on Table 106 in the DMG is always a hand/throwing axe. A roll of 6 is always a battle axe.)

Bolts (d20)
1-4 Hand Crossbow Bolt
5-12 Light Crossbow Bolt
13-20 Heavy Crossbow Bolt

Flails (d20)
1-12 Footman's Flail
13-20 Horseman's Flail

Lances (d20)
1-4 Light Horse Lance
5-12 Medium Horse Lance
13-20 Heavy Horse Lance

Maces (d20)
1-12 Footman's Mace
13-20 Horseman's Mace

Picks (d20)
1-12 Footman's Pick
13-20 Horseman's Pick

Polearms (d100)
01-05 Awl Pike
06-10 Bardiche
11-20 Bec de Corbin
21-25 Bill-Guisarme
26-30 Fauchard
31-35 Fauchard-Fork
36-40 Glaive
41-45 Glaive-Guisarme
46-50 Guisarme
51-55 Guisarme-Volge
56-65 Halberd
66-70 Hook Fauchard
71-75 Lucern Hammer
76-80 Military Fork
81-85 Partisan
86-90 Ranseur
91-95 Spetum
96-00 Voulge

Swords (d100)
01-70 Long Sword
71-90 Scimitar or Broad Sword*
91-95 Short Sword
96-99 Bastard Sword
00 Two-handed Sword

 *DM's choice or roll randomly, 50% chance for each type.
Comment: DMG p. 241 says that all magical lances are heavy lances. The table given by the Sage only have 65% chance for a heavy lance, which is still the largest distribution, but not 100%.Attributes: 2E, Weapon

Sage Advice #244, February 1998

THIS MONTH'S QUESTIONS, all straight from the mailbag, have the sage delving into the workings of spells and proficiencies from the AD&D® game.

Sage Advice #244 p. 16-17 (February 1998), Question: 1 🔗
Can a character who casts a symbol spell ever be affected by the symbol? If so, how does caster avoid setting off the symbol when it's finished? Exactly how do you decide who or what is affected when a symbol is triggered? Exactly how long does a symbol last, and how long does it keep working once triggered? Is there any way to make a symbol permanent? How can a symbol be removed?
 The symbol spell is widely misunderstood and is scheduled for a major overhaul. Here's a preview of the revised spell, which works the same way for both wizards and priests. The official version will appear in the Wizard's Spell Compendium, Volume IV (TSR product #2177), which will be released in fall of 1998.

Symbol
(Conjuration/Summoning)
(Geometry)
7th-level Priest Spell, 8th-level Wizard Spell
Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 or 1 turn
Area of Effect: 60' radius
Saving Throw: None or neg.
 This spell allows the caster to scribe any of the potent runes described below.
 A symbol has no effect unless the caster places it in plain sight and in a prominent location.
 As a default, a symbol is triggered whenever a creature does one or more of the following, as selected by the spell caster: reads, touches, or passes over the rune, looks at the rune, or passes through a portal bearing the rune.
 In this case, "reading" the rune means any attempt to study, identify, or fathom its meaning. Throwing a cover over a symbol to render it invisible and inoperative triggers it if it reacts to touch. To trigger a symbol, a creature must be within 60 feet of the rune.
 The caster can set special triggering conditions of his own. These can be as simple or elaborate as the caster desires. Special conditions for triggering a symbol can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. For example, a symbol can be set to activate when a lawful good creature approaches, but not when a paladin approaches.
 A symbol's triggering conditions are always defensive in nature. A touch-triggered symbol remains untriggered if an item bearing the symbol is used to touch a creature. Likewise, a symbol cannot be placed on a weapon and set to activate when the weapon strikes a foe.
 Once cast, a symbol's triggering conditions cannot be changed. The caster ignores the effects of his own symbols and cannot inadvertently trigger them.
 When triggered, a symbol affects all creatures within a 60' radius, except for the caster and any individuals attuned it (see below). If a symbol has a pass phrase, anyone using it remains immune to that particular rune's effects so long as the individual remains within 60 feet of the rune. If the character leaves the radius and returns later, he must use the pass phrase again. Once triggered, a symbol remains active until its duration expires; creatures that subsequently meet an active symbol's triggering conditions suffer its effects.
 A symbol can be quickly drawn in the air or on some surface, or it can be carefully inscribed on a surface.
 A quickly drawn symbol has a casting time of 3. The only material components required are a small amount of mercury and phosphorus. The resulting rune becomes active immediately. It lasts one turn per caster level and glows faintly while it lasts. Symbols of fear, hopelessness, pain, or persuasion can be used in this manner.
 When drawing a symbol quickly, the caster can instantly attune any number of creatures to the symbol rendering them immune to its effects, provided the creatures are within 60 feet of the rune when it is created and that the caster is aware of their presence.
 A carefully inscribed symbol has a casting time of one turn. The symbol is inactive when finished and remains so indefinitely until triggered. Once triggered, it becomes active and glowing, usually lasting one turn per caster level. Some symbols can burn out more quickly. For example, a symbol of death ends when it has slain 80 hit points worth of creatures, or after one turn per level of the caster, whichever comes first. The material components for a carefully inscribed symbol are mercury and phosphorus, plus powdered diamond and opal worth at least 5,000 gp each.
 When creating a carefully inscribed rune, the caster can specify a password or phrase that prevents a creature using it from triggering the symbol. The caster also can attune any number or creatures to the symbol, but this can extend the casting time. Attuning one or two creatures takes negligible time. Attuning a small group (up to 10 creatures) takes an hour. Attuning an entire household (up to 25 creatures) takes a day. Attuning larger groups takes proportionately longer, as the DM sees fit.
 Known symbols include:

Death: One or more creatures within the radius, whose total hit points do not exceed 80, are irrevocably slain as though struck by the sixth-level Wizard spell death spell. Creatures of lowest Hit Dice or levels are slain first. This symbol must be carefully inscribed.
Discord: All creatures within the radius immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds; fighting lasts 2d4 rounds. This symbol must be carefully inscribed on a surface.
Fear: This symbol can be drawn quickly or carefully inscribed. Creatures within the radius are afflicted by a powerful version of the 4th-level wizard spell fear. If drawn quickly, this symbol imposes a -4 penalty to saving throws. If the rune is carefully inscribed, the saving throw penalty rises to -8.
Hopelessness: This symbol can be drawn quickly or carefully inscribed. All creatures within the radius must attempt saving throws vs. spell; there is a -4 penalty if the rune is carefully inscribed. If the saving throw fails, the creature suffers from hopelessness for 3d4 turns and submits to simple demands from foes, such as "surrender" or "get out"; the effect is similar to the third-level Wizard spell suggestion. If no foes are present to make demands, there is a 25% chance that a hopeless creature proves unable to take any action except standing in place. If the creature remains free to act, there is a 25% chance it retreats from the rune at normal speed. In either case, the creature can defend normally if attacked.
Insanity: One or more creatures within the radius, whose combined hit points do not exceed 120, become insane and act as though affected by the fourth-level wizard spell confusion. Insanity lasts until a heal, restoration, or wish spells is used to remove the affliction. This symbol must be carefully inscribed.
Pain: Creatures within the radius suffer wracking pains that reduce Dexterity scores by two points and impose a -4 attack penalty. Both effects last 2d10 turns. This symbol can be drawn quickly or inscribed carefully.
Persuasion: This symbol can be drawn quickly or inscribed carefully. All creatures within the radius must attempt saving throws vs. spell; there is a -4 penalty if the rune is carefully inscribed. If the saving throw fails, the creature becomes the same alignment as the caster for 1d20 turns. During this time, affected creatures become friendly to the caster as though subjected the first-level wizard spell charm person.
Sleep: Creatures within the radius fall into a catatonic slumber if they have 8+1 HD or fewer. (Characters are affected if they are 8th level or lower.) Sleeping creatures cannot be awakened for 1d12+4 turns. This symbol must be carefully inscribed.
Spell Loss: Any creature within the radius immediately loses 1d4 spells from memory. The DM should determine which spells are lost randomly. Creatures with no memorized spells are unaffected. Creatures who have some memorized spells, but not enough to satisfy the loss, suffer no further effects. This symbol must be carefully inscribed.
Stunning: One or more creatures within the radius, whose total hit points do not exceed 160, become stunned for 3d4 rounds, Stunned creatures drop what they are holding and cannot take any meaningful actions. They cannot communicate, employ spells, use magical items, initiate psionic abilities, use spell-like powers, fight, or move freely. Movement is limited to one-third the creature's current movement rate or a rate of 3, whichever is less. Attacks against stunned creatures gain a +4 bonus. This symbol must be carefully inscribed.

 A successful dispel magic removes the effects of a symbol from a creature unless the symbol's effect is instantaneous (death, spell loss) or the description specifies another remedy (insanity). The rune itself can be removed with a successful erase spell or by a successful dispel magic targeted solely on the rune.
 Destruction of the surface where a symbol rests destroys the rune but also triggers its effects.
Permanent Symbols: A symbol can be rendered permanent with the eighth-level Wizard spell permanency provided it is carefully inscribed upon a permanent, non-portable surface such as a wall or door. A permanency spell extends a symbol's basic duration of one turn per caster level indefinitely. When triggered, a permanent symbol usually glows for about a turn, but there is no limit to how many times it can be triggered. If the symbol can affect only a limited number of hit points worth of creatures, the limit applies each round. For example, a permanent symbol of death could slay 80 hit points worth of creatures every round.
Comment: A bit inconsitent with the italics and the order of the descriptions. Might just be the copy from the WSC to the magazine.Attributes: 2E, Spell, Dispel Magic

Sage Advice #244 p. 17-18 (February 1998), Question: 2 🔗
Does the spellcraft proficiency allow a character to identify magical items? If so, can the character tell exactly what powers the items has or just whether it's magical?
 No. The spellcraft proficiency is no substitute for a detect magic or identify spell. Spellcraft gives the character an understanding of spells and magical processes. When used to examine an item, it allows a character to identify "magical or magically endowed constructs for what they are." For purposes of the proficiency, an item must have been created wholly or extensively through magic to qualify as a magical construct. Items that have simply received enchantments or been altered through magic don't qualify. For example, a character with the spellcraft proficiency could recognize a sword created with Nolzur's marvelous pigments or a major creation spell as a magical construct. If the same character found a holy avenger sword, however, her spellcraft proficiency could help her determine that the sword was suitable for receiving an enchantment, but not whether it actually held and enchantment or what that enchantment might be.
 Other "magical constructs" include the various wall spells, golems, simulacrums, and homonculi.
 Items or creatures that have been merely altered by magic, such as by an enlarge, polymorph, or shapechange spell, are not "magical constructs."
Attributes: 2E

Sage Advice #244 p. 18 (February 1998), Question: 3 🔗
Is it possible for a character with the fishing proficiency to cook the fish he has caught, or must the character also have the cooking proficiency?
 The rules assume that anyone can perform simple culinary tasks such and cleaning and cooking fish. Check out the cooking proficiency description, which states that all characters have rudimentary cooking skills; that means any dolt can drop a fish into a frying pan and scoop it out again before it burns to a crisp. A character with the cooking proficiency needn't make a proficiency check to perform such a mundane task (nor would non-proficient characters have to make any kind of dice roll). Should the party find it necessary to prepare a truly magnificent meal from the fish (perhaps to persuade the local werebear not to eat them instead), they'd need a proficient cook and a successful proficiency check.Attributes: 2E

Sage Advice #244 p. 18 (February 1998), Question: 4 🔗
The wizard spell Nahal's reckless dweomer from the Tome of Magic has been sowing confusion in my gaming group for quite some time. The spell description says there is a small chance for a wizard successfully to cast whatever spell she wants and that a wild surge always occurs. It also says to add the wizards level onto the wild surge roll on the table. What exactly indicates the success or failure of the intended spell?
 Success or (more likely) failure depends on the result from Table 2: Wild Surge Results. Any wild surge result that includes some manifestation of the original spell effect is a "success." Such results include #60 (spell functions; any applicable saving throw is not allowed), #61 (spell appears to fail when cast, but occurs 1d4 rounds later), #73 (spell is cast; material components and memory of spell are retained), and #99 (spell has a minimum duration of 1 turn). The "spell" is whatever effect the character named when casting the reckless dweomer.Attributes: 2E, Spell

Sage Advice #244 p. 22 (February 1998), Question: 5 🔗
I'm having a hard time trying to sort out the differences between the bladesong fighting style from page 70 of the Complete Book of Elves and the bladesinger kit from page 88 of the same book. Can a bladesinger learn the bladesong style? If so, what benefits does she receive? Exactly what sort of weapon proficiencies, weapons styles, style specializations, and weapon specializations can a bladesinger learn? Can a bladesinger or character who knows the bladesong style use all the style's benefits at once? What kind of weapons can be used with the style? Can weapons that can be used one- or two-handed (bastard swords, for example) be used with the style?
 The bladesong style from page 70 is available to any elf warrior, rogue, or priest. Non-elves, including half-elves and drow, cannot learn the style. Bladesong is essentially an unusual version of single-weapon style specialization (see the Complete Fighter's Handbook, page 62). The character must choose a particular type of weapon (not a class of weapons) to use with the style, and it must be a one-handed weapon. To claim any benefits from the style, the character must have one hand free. If the bladesinger holds her weapon in two hands, she loses all bladesong benefits. A character can use only one bladesong benefit (see CBE, page 72) during a round but can switch between them from round to round.
 Since bladesong is a style specialization, the character is free to learn other styles or weapon specializations if her class allows them. Prudent DMs will limit a weapon and style specialist to the best available specialization bonus rather then allowing them to accumulate. For example, if an elf fighter with specialization in the long sword and two slots of bladesong chooses to use the bladesong attack bonuses, she would gain a +2 attack bonus (from bladesong) and a +2 damage bonus (from weapon specialization). The lesser attack bonus of +1 from weapon specialization is ignored.
 The bladesinger kit from page 88 is for elf fighter/mages who dedicate their lives to bladesong. The character is assumed to spend three weapon proficiency slots on a single weapon and the bladesong style, but she gains the benefits listed on pages 89-90 instead of the ones on page 72. The bladesinger can choose any weapon normally available to fighter/mages for bladesinging, subject to the limitations noted above. As a multi-classed character, a bladesinger cannot choose to specialize in a weapon and cannot learn any additional style specializations. (Bladesong counts as the one style specialization the character can learn; see CFH, page 62.)
 Note that the kit description contains a few errors. The Weapon Proficiencies section on page 88 should read: Bonus: None. Required: Proficiency in a one-handed weapon, bladesong style specialization (two slots). Recommended: None.
 The Special Hindrances section on page 90 erroneously says that a bladesinger can never learn more than one weapon. This is not the case, though she suffers at least a -1 attack penalty when wielding a weapon other than their primary one; this penalty is cumulative with any nonproficiency penalty the character might suffer. Further, as a fighter a bladesinger automatically knows all four weapon styles from the Complete Fighter's Handbook.
Attributes: 2E, Class

Several visitors to the Williams household report that Skip and his wife, Penny, successfully completed a series of cooking proficiency checks and served their guests a sumptuous Thanksgiving feast.

Sage Advice #245, March 1998

THIS MONTH, THE SAGE PAUSES to elaborate on some old advice before discussing a few spells, magical items, and other topics.

Sage Advice #245 p. 16 (March 1998), Question: 1 🔗
Thanks for all the information on bladesong and bladesingers in issue #244, but I've got a few more questions. The Complete Book of Elves says a bladesinger can attack and parry in the same round, without wasting any additional attacks. What does this mean, exactly? Characters using the bladesinger kit gain a defensive bonus when casting spells. Does the character's Dexterity score add to this bonus? The kit description also says a bladesinger can cast spells one-handed. Can spells with material components be cast this way?
 When a character chooses to parry with his bladesinging ability, he gains the normal parrying bonus to defense and can still make his normal allotment of melee attacks. According to the optional rule in chapter 9 of the Player's Handbook, parrying grants a character an Armor Class bonus equal to half his level (warriors gain an extra point of bonus), but the character can attempt no other actions while parrying—so the bladesinger's parrying ability is potent indeed. Note that no character can have an Armor Class better than -10.
 A bladesinger must follow all the normal rules for spellcasting, which means no defensive Dexterity bonus when spellcasting—even when using bladesinging. (DMs might find it prudent to disallow Dexterity bonuses during bladesinging parries as well.)
 A bladesinger can cast any spell he knows one-handed, even if it has material components; note that one-handed spellcasting increases casting time by +2.
Comment: Folllow up on #244Attributes: 2E, Class

Sage Advice #245 p. 16 (March 1998), Question: 2 🔗
Back in issue #242, you said you use the monster table for the non-existent monster summoning VIII spell as an alternate list for the monster summoning VII spell. When do you do so?
 When the spell summons one 8th-level monster instead of one or two 7th-level monsters. The table in question would be more correctly labeled: "Monster Summoning—8th-Level Monsters." Most DMs I know allow the caster to choose what kind of monsters she will conjure with the monster summoning VII spell (that is, 7th- or 8th-level monsters).Attributes: 2E, Spell

Sage Advice #245 p. 16 (March 1998), Question: 3 🔗
Can a dispel magic spell send away a monster summoned with a monster summoning spell? If so, what's the dispel evil spell for?
 Yes, any spell can be dispelled unless it has an instantaneous duration or its description specifically says it cannot be dispelled (or includes some other special note about dispel magic). The main advantage to a dispel evil spell is that it works without a die roll; dispel magic has only a 50% chance of working on another caster's spells, adjusted for the relative levels of the two casters (see the dispel magic spell description).
 Only evil creatures or creatures summoned by evil casters are subject to dispel evil. An evil creature from another plane, however, need not have been summoned to be forced back to its home plane by dispel evil (another advantage for dispel evil), though if the creature has magic resistance, the spell could fail. Also note that while a dispel evil spell lasts, any creature that could be affected (that is, sent home) by the spell has a -7 attack penalty when attacking the caster. (Magic resistance does not apply to the penalty.) Finally, note that dispel evil works against "evil enchantments," automatically dispelling spells such as charm person and magic jar if cast by evil creatures. (To be effective against magic jar, dispel evil must be cast on a creature whose life force has been displaced by the magic jar caster.)
Attributes: 2E, Spell, Dispel Magic

Sage Advice #245 p. 16 (March 1998), Question: 4 🔗
Is the illusory double created by the 6th-level wizard spell mislead the equivalent of a spectral force image of the caster? If not, what is its equivalent? Specifically, I want to know whether the illusory double can be made to attack in melee (causing illusory damage, etc.).
 The duplicate image looks, sounds, smells, and feels just like caster. However, the only thing the image can do is leave the scene. The caster decides which direction the duplicate goes, and how fast, but the caster can't make the image attack.Attributes: 2E, Spell

Sage Advice #245 p. 16 (March 1998), Question: 5 🔗
When dealing with a shadow mage (from the Spells & Magic book), a DM has to consider all kinds of saving throw bonuses and penalties. For example, a shadow mage imposes a -4 penalty to opponents' saving throws when casting spells in total darkness. Likewise, opponents gain a +2 saving throw bonus vs. a shadow mage's spells in bright light. What happens when the light conditions surrounding the shadow mage and the target are different, such as when the shadow mage is in total darkness and the target is in bright light?
 When in doubt, the light condition around the target determines the saving throw modifier.Attributes: 2E, Class

Sage Advice #245 p. 16 (March 1998), Question: 6 🔗
In my campaign, there is a female elf mage of 12th level who wears a ring of wizardry. Her ring doubles 1st- through third-level spells. I am using the Spells & Magic rules concerning spell points, and I'm wondering what effect the ring has.
 The ring's "doubling" function provides extra slots of fixed magic. The character gains her normal allotment of spells at each affected spell level before spending any spell points. The 12th-level mage in your example would gain four 1st-, four 2nd-, and four 3rd-level spells for free. The character chooses these spells and then can spend her spell points normally.Attributes: 2E

Sage Advice #245 p. 17 (March 1998), Question: 7 🔗
The Wizard's Spell Compendium, Volume 2, page 311, indicates that when a permanency spell is cast in conjunction with an enchant an item spell, the caster has only a 5% chance of losing a point of Constitution. Volo's Guide to All Things Magical indicates that a point of Constitution is lost every time permanency is cast, even with an enchant an item spell. Which is correct? Is the reference in Volo's Guide specific to the FORGOTTEN REALMS® setting or should it be used generally?
 The material in the Wizard's Spell Compendium is a correction to the permanency spell description and applies throughout the AD&D® multiverse.Attributes: 2E, Spell

Sage Advice #245 p. 17 (March 1998), Question: 8 🔗
The description for the mace of disruption (and many other item descriptions) says that the mace damages any non-good creature that touches it. Does this count only if the creature willingly touches the mace, or if its skin merely comes in contact with the item? I can see a potentially absurd weapon in the form of 10 talismans of the sphere on a stick.
 The creature must try to pick up, handle, or examine the item to suffer damage. Nothing happens if someone pokes the creature with the item or throws it at the creature. The foregoing, of course, doesn't make a collection of 10 talismans of the sphere any less absurd. (One hopes you were merely exaggerating to help make your point.)Attributes: 2E

Sage Advice #245 p. 17 (March 1998), Question: 9 🔗
There is disagreement on the proper workings of the sleep spell within my new gaming group. I have always played that the spell caster designates the targets (as long as they are within 30 feet of each other) and then rolls the dice and starts with the targets that have the lowest hit dice. My group claims that it has an area of effect and affects all targets within that area starting with the lowest-Hit-Dice creature. Which interpretation is correct?
 The DM's interpretation is "correct."
 The spell description, however, gives the spell an area of effect (a 30-foot radius), and the spell description also says the weakest creatures in the area are affected first.
Attributes: 2E, Spell

Sage Advice #245 p. 17 (March 1998), Question: 10 🔗
What is the duration of the nightmare spell (the reverse of the 5th-level wizard spell dream)? Is there a limit to the number of nightmares a single individual can receive in one night?
 A nightmare lasts one night. Only the first nightmare received during any particular night has any effect on the recipient.Attributes: 2E, Spell

Sage Advice #245 p. 17 (March 1998), Question: 11 🔗
When using the new psionics system from the Skills & Powers book how do you determine a creature's MTHAC0?
 Use Table 77: THAC0s & MTHAC0s to calculate MTHAC0. Most creatures should use the Wild Talent line. Creatures with highly developed psionic abilities, such as mind flayers, should use the psionicist line. In either case, a creature's "level" equals its Hit Dice.Attributes: 2E

Sage Advice #245 p. 17 (March 1998), Question: 12 🔗
I just purchased Of Ships and the Sea have and can't find an explanation for some of the movement rates of the ships. Most of them has a single number, and this is easy to understand. However, several have three different rates, like 18/6/12. What is each number for?
 The ships with three movement numbers have both sails and oars. As noted on page 13 in Of Ships and the Sea, the first number is the movement rate under sails and oars, the second number is movement under sails only, and the third number is movement under oars only. Note that wind strength and course relative to the wind affects movement under sail (with or without oars).Attributes: 2E

Sage Advice #245 p. 17 (March 1998), Question: 13 🔗
I am starting a PLANESCAPE® game, and my character is an aasimar. I've looked in the Planewalker's Handbook, but I can't find a movement table. Could please help me so my character can move and not stay in one place?
 If your character is a Signer, it might be best to just wait in one place and let the multiverse come to him. Perhaps that approach doesn't suit you. Here are movement rates for all the races listed in the Planewalker's Handbook: aasimar 12; bariaur 15; genasi 12; githzerai 12; half-elf 12; human 12; modron 15; tiefling 12.Attributes: 2E

Sage Advice #245 p. 17-18 (March 1998), Question: 14 🔗
What does an identify spell reveal about a cursed item? What school of magic will a wizard's detect magic spell reveal when used on a cursed item? This issue came up in a past game. The specific items in question are dust of sneezing and choking and cloak of poisonousness. The item descriptions in the DUNGEON MASTER® Guide are not very clear about this. The description in the DMG for the dust says the item appears to be either dust of appearance or dust of disappearance, and the description for the cloak of poisonousness says that as soon as it is actually donned, the wearer is stricken stone dead. Two player characters fell to these items. The party used an identify spell, and the items were assumed to be beneficial. My ruling as the DM was that the identify spell revealed a false result, and the detect magic spell revealed mixed results (a possible clue that something was not right). Only a more extensive investigation on the item would reveal the existence of a curse.
 You seem to have handled things pretty well. A detect magic spell generally indicates magic of the enchantment school or magic of whatever school the cursed item is imitating; for example, illusion/phantasm in the case of dust of sneezing and choking (because it imitates dust of disappearance) or possibly divination or abjuration (if the dust seems to be dust of appearance); note that the DM decides what the dust seems to be.
 Generally, an identify spell should give a false indication when used on a cursed item—usually revealing a power (or magical bonus) the item merely seems to have. In the case of a cloak of poisonousness, an identify spell probably indicates a powerful magical bonus of some kind. Note that many DMs require an identify caster actually to wear or use the item being probed (the spell description merely requires that the caster touch the item); anyone putting on a cloak of poisonousness—even for purposes of an identify spell—is instantly slain, which makes the item's power pretty obvious. In other cases, a cursed item won't reveal itself until the user is actually under stress or in danger. For example, a wizard could examine a pair of boots of dancing without suffering any harm, perhaps falsely determining that they were boots of striding and springing, and nobody would be any the wiser until some poor sap wears them into combat.
 Groups who are really wary of cursed items use commune or contact other plane to confirm that their magical items are indeed beneficial before trusting them. Note that these two spells can help determine an item's exact bonuses or charges (or at least narrow down the range of possibilities).
Attributes: 2E, Spell

Sage Advice #245 p. 18 (March 1998), Question: 15 🔗
Some spells "create" weapons (rainbow and flame blade for example), while other spells modify existing objects to act as weapons (i.e., magical stone and shillelagh). Do any of the following attack roll and damage modifiers apply to these "created" weapons: Strength, specialization, non-proficiency, or racial (elves & halflings)? What are their speed factors? I'm a little vague on these points, because some spell descriptions are more specific than others about which modifiers to apply.
 Generally, bonuses, or penalties for Strength and weapon skill (racial or otherwise), don't apply to spell effects that manifest themselves as weapons. Bonuses or penalties from spells such as bless and prayer apply. As do bonuses or penalties from attack angle (rear, higher, etc.).
 Spells that merely enchant normal weapons work just like other magical weapons. For example, shillelagh takes a normal cudgel (club) and makes it magical; a shillelagh wielder handles the weapon as well (or as badly) as he would handle a normal club. Beware of effects that seem to enchant weapons rather than create them; for example, spiritual hammer uses a warhammer as a material component but actually creates a hammer-shaped field of force (the warhammer being consumed in the process).
 To determine speed factor, just use the speed factor of something similar to the "created" weapon. A spiritual hammer, for example, has the same speed factor as a warhammer (4), a rainbow has the speed factor of a composite short bow (6), and a magic stone has the speed factor of a dart (2). If your campaign uses the optional rule that gives lower speed factors to magical weapons, any magical bonus that a created or enchanted weapon has reduces the speed factor. If the spell doesn't grant any combat bonus, speed factor is still reduced by 1; no weapon can have a speed factor of less than 1.
Comment: The sage is wrong that speed can never be less than 1. #227 saying speed can never be less that 0 is correct.Attributes: 2E, Spell

Sage Advice #245 p. 18 (March 1998), Question: 16 🔗
I was just wondering (perhaps I have misinterpreted the rules) how bonus damage from Strength works when a character wields two weapons. The way it stands, a fighter with two short swords causes quite a bit more damage due to Strength than an equally strong guy with a two-handed sword. Not that I'm all that concerned about damage, but I'm a powerlifter, and it just doesn't sound like a guy could get more Strength into two different blows than a guy who swings a weapon with both hands. I mean, a man with two weapons gains his Strength bonus twice, where Gond the two-handed sword wielder has it only once.
 The rules are officially silent on the matter, which leads most referees to assume a character gains the full Strength bonus for each weapon.
 In the interest of play balance, I use a house rule that requires a character with two weapons to divide his Strength between the weapons. Say Gond has a Strength score of 18/00—he has a +3 attack bonus and a +6 damage bonus. If Gond uses two weapons, his player must decide how much of that bonus Gond uses for each weapon. If he puts it all into the primary weapon, the second weapon has no bonuses from Strength at all. If Gond has multiple attacks, he still enjoys whatever bonuses the player has assigned to that weapon for every attack Gond makes with that weapon.
 The rule is not official, but try it out and see how you like it.
Attributes: 2E, Two weapons Strength

Sage Advice #245 p. 18 (March 1998), Question: 17 🔗
I'd like know how you work out the Ego points in an Ego battle between an intelligent sword and its owner. Were does the swords intelligence come in to it?
 Add the sword's Intelligence rating to the sword's Ego value (calculated from Table 119 in the DMG). Compare the result to the wielder's personality score (calculated according to the Weapons vs. Characters section of Appendix 3 in the DMG).Attributes: 2E

Sage Advice #245 p. 18 (March 1998), Question: 18 🔗
What happens to monsters (or player characters) that are immune to normal weapons when they fall off of cliffs, are crushed under things, or suffer other natural damage. If they are hurt, can't creatures with bludgeon attacks hurt them? A giant's swing can be the equivalent of a 40' fall.
 Usually, a creature that takes a fall or is caught in a cave-in is hurt. A fall or natural disaster isn't a weapon, and immunity to weapons doesn't apply.
 Giants can hurt almost anything, not because they can deal as much damage as a 40' fall, but because they function as fairly potent magical weapons; see the DMG Chapter 9 "Immunity to Weapons" and Table 48: Hit Dice vs. Immunity.
Attributes: 2E

Sage Advice #245 p. 18 (March 1998), Question: 19 🔗
Is it possible to advance THAC0s beyond the levels set in the High-Level Campaigns book? That is, if a 20th-level character has a magical weapon or a Strength bonus or both, can that character's THAC0 be reduced below the set level?
 The THAC0 limits from the High-Level Campaigns book are unadjusted THAC0s; any combat bonuses the character gains, from whatever source, still apply. Note that the FORGOTTEN REALMS campaign setting has its own set of THAC0 limits, but the same principle applies.Attributes: 2E

Skip Williams reports that he has not yet suffered the indignity of having a character whose sword was smarter than the character was—except, possibly, for a light-fingered elf named Lucky Bruce who "safeguarded" a paladin's holy sword for a short time. The sword and the elf didn't speak to each other. (That's Bruce's story, and he's sticking to it).

Sage Advice #246, April 1998

Join the Sage this month for his annual April look at the year's most offbeat questions.

Sage Advice #246 p. 16 (April 1998), Question: 1 🔗
Can you throw an entire necklace of missiles? The item description specifically warns about the remaining beads exploding if one explodes, so wouldn't one bead start a chain reaction? I had a player throw the whole necklace at a charging dragon and utterly destroy it. He lost the item, but wow, pretty easy kill.
 Sure, a necklace of missiles would fit neatly into almost any character's hand, and probably would sail a good 30-40' with a decent toss. Of course, to get a fireball effect from the necklace, a character must don the necklace, detach a single missile globe, and then throw the globe. (In most campaigns a command word also would be necessary.) Unless worn or carried, a necklace of missiles looks like a cheap medallion or bit of costume jewelry and has no pyrotechnic properties at all. A single character can activate and throw only one missile a round. I suppose one could remove a missile globe, hand off the necklace to a really dim comrade—or perhaps to a summoned creature—and then throw the missile and hope the necklace bearer fails his saving throw. Note that even if the bearer fails to save, the necklace also must fail its item saving throw before all the remaining missiles detonate. (There is no chain reaction; its all or nothing.)Attributes: 2E

Sage Advice #246 p. 16 (April 1998), Question: 2 🔗
The MONSTROUS MANUAL® tome says a vampire recoils from mirrors, garlic, and lawful good holy symbols (among other things). Now, the Faiths & Avatars book gives Morninglords (the specialty priests of Lathander) the ability to turn undead that are directly affected by sunlight as if four levels higher, and it states that vampires normally either avoid or seek them out. Lathander is a neutral good deity. Does this mean that a morninglord's turning abilities are useless vs. vampires?
 Most vampires will avoid lawful good holy symbols. Some don't. (The more powerful vampires from the RAVENLOFT® setting come to mind.) Lawful good holy symbols have a smidgen of power all by themselves, enough so that any ninny can use it to ward off a typical vampire. Characters with the power to turn undead don't depend merely on their holy symbols; they channel power from their deities, which makes their alignments irrelevant. (Alignment does affect the type of influence a priest has over the undead; see next question.) The effect is similar to what might happen if a peace officer (or even someone pretending to be a peace officer) waves a badge at a fleeing suspect and shouts "stop!" The badge, as a symbol of law, might induce some people to comply with the order. If, on the other hand, the officer draws a sidearm and fires a round over the suspect's head (or into the suspects body), it tends to make a stronger impression; tangible manifestations of power can influence even the hardheaded.
 Morninglords can turn vampires at the boosted level.
Comment: Could be a thread with #241Attributes: 2E, Turn Undead, Class

Sage Advice #246 p. 16 (April 1998), Question: 3 🔗
Since evil priests can control undead and turn paladins, can good priests control paladins?
 No, but I suspect many of them wish they could.Attributes: 2E, Turn Undead

Sage Advice #246 p. 16 (April 1998), Question: 4 🔗
Can anyone at your office tell us why a thief hiding in shadows can never be seen with infravision?
 A thief hiding in shadows can be seen with infravision; in fact, a thief hiding in shadows usually can be seen with normal vision. In almost every case, however, a thief can find something that will foil even infravision (a warm spot, a dim spot, a bush, or the like). The trick lies in misdirection—getting viewers to look where the thief isn't. The stage magicians Siegfried and Roy can make a caged tiger "disappear" from a stage right in front of an audience using misdirection techniques. Note that the hide in shadows ability depends on the viewer expecting to be able to see the thief; that's why it's impossible to hide in total darkness. Infravision unerringly picks up rogues trying to hide in total darkness, as does any sudden introduction of light.Attributes: 2E, Class

Sage Advice #246 p. 16 (April 1998), Question: 5 🔗
If a flame tongue sword is used on a red dragon, would the sword be magical? If the swords bonus came from its flame, then a red dragon would be immune to it, right? (It would still act as a nonmagical sword, right?) Could the same be said for a frost brand sword against a white dragon?
 A magical weapon's bonuses come from its enchantment. A flame tongue sword gains only its minimum bonus (+1) when used against a fire-dwelling or fire-using creature such as a red dragon. (It's still a magical sword.) Likewise, a frost brand sword gains only its minimum bonus (+3) against a white dragon.Attributes: 2E

Sage Advice #246 p. 16+18 (April 1998), Question: 6 🔗
In the MONSTROUS MANUAL book most of Habitat/Society sections in the giant descriptions say something about rolling 1d4 to determine a giants level of maturity if it isn't an adult. The text then refers the reader to the statistics for some sort of lesser creature. For example, immature cloud giants are supposed to function as stone giants. If this is the case, what is the function of the "juvenile -3, -2, -1" listings in the cloud giant entry? In the section on fire giants, there a possible correction to the mistake. It says "... roll 1d4, a roll of 4 indicates an infant with no combat abilities and hit points of an ogre, while a roll of 1-3 indicates older progeny with hit dice, damage, and attack rolls reduced by 1, 2, or 3 receptively." I guess this means that a "juvenile -2" fire giant has two hit dice less than an adult, has a -2 THAC0, and so on. Can this rule be applied to all the giants?
 Actually, the infant, juvenile -3, juvenile -2, and juvenile -1 listings originally referred to dice penalties as follows:
Roll Penalties**
1 -1 penalty to hit points, combat, and saves.
2 -2 penalty to hit points, combat, and saves.
3 -3 penalty to hit points, combat, and saves.
4 infant, no combat ability, 4+1 hit dice.

 * on 1d4
 ** penalties apply per die rolled (including attack rolls, hit points, damage rolls, and saving throws); no die can be reduced below 1.

 This is essentially the same system featured in Chapter 2 of the High-Level Campaigns book. An overzealous editor decided to change the system to the "ogre, lesser giant" formula but failed to change the experience point listings or change all the giant entries to match the new format. My advice is to go ahead and use the dice penalties as the authors of the giant entries originally intended.
Attributes: 2E

Sage Advice #246 p. 18 (April 1998), Question: 7 🔗
The description for the phantasmal killer spell says that the "killer" attacks as a monster with four hit dice. If a creature can be hit only by +1 weapons, it can be struck only by monsters with 4+1 hit dice or more. Would not such a creature be immune to the attacks of the phantasmal killer (though the creature might still be distracted by it)?
 Being hit only by +1 or better magical weapons does not render a creature immune to phantasmal killer attacks. The phantasmal killer doesn't make a physical attack at all—the assault is all within the target creature's mind. The wording in the spell description is just an obtuse way of saying that a phantasmal killer effectively has a THAC0 of 17.Attributes: 2E, Spell

Sage Advice #246 p. 18 (April 1998), Question: 8 🔗
What are the effects of levitation when there is no gravity?
Levitation allows the user to travel up or down. So long as a locale has an "up" and a "down," levitation works normally, gravity notwithstanding. In some places, "up" and "down" is variable. When this happens, levitation might function as a crude form of flight, or it might not work at all, at the DM's option.Attributes: 2E, Spell

Sage Advice #246 p. 18 (April 1998), Question: 9 🔗
Why has the range determination system been changed from the original AD&D® rules? It used to be that a given range (for spells, weapons, etc.) would be read as yards outdoors and feet indoors. Hence, under the original rules, a long bow would have a maximum range of 210 yards outdoors but only 210 feet indoors. Under the current rules, all ranges are in yards. It's almost as if longbows have now tripled their indoor Please explain.
 The dual-range system was wholly eliminated in the current because it caused a great deal of confusion and didn't seem to make much sense. A long bow has the same amount of power indoor or out. Note that movement also was measured in yards outdoors vs. feet indoors, which means that someone running down an alley was three times as fast as someone running along a hallway. (Gee, that makes a whole lot of sense, especially when you consider that athletes almost always perform better indoors than outdoors.) Once the dual system became history, it was a choice between tripling indoor ranges or cutting outdoor ranges by two thirds. The team chose the former.
 Note that the Combat & Tactics rules has a melee scale and a missile scale, which restores the old dual system after a fashion. (The determining factor is visibility, not merely indoors vs. outdoors.)
Attributes: 1E, 2E

Sage Advice #246 p. 18+20 (April 1998), Question: 10 🔗
The standard AD&D rules say a wizard may not use armor, period: he cannot cast spells while wearing it and gains no protection from using it. Does this mean that the best way to incapacitate a captured mage is to strap him into a suit of plate armor? If so, every mage-hunting group should stock a few spare sets of plate. A captive mage can still walk along and thus does not need to be carried or strapped to a horse, but he cannot cast any spells and is doubly humiliated by also not gaining any defensive benefit from the armor in case of an attack. If a wizards is strapped into a suit of armor, can he claim any benefit? One would think that the very nature of a suit of plate armor would turn aside some attacks. The PHB says a wizard can cast verbal-only spells when naked and tied up: does this carry over into wearing armor (for a mage, the next-best thing to being tied up), or is there some other element in armor use that interferes with magic?
 Actually, the rules say wizards cannot use armor, but "may not" probably describes the situation better. The short answer to all these questions is that wizards in the AD&D game don't wear armor.
 The DM decides what happens when a single-classed wizard winds up clad in armor (no matter how that state of affairs came about). I suggest that all of the character's spells still work. The wizard should gain the full defensive benefit from the armor; though you might give opponents an attack roll bonus of +2 because the wizard is effectively off balance, and sock the wizard with a +6 initiative penalty for fighting in a foreign environment. (Armor is foreign to single-classed wizards.) Also, no single-classed wizard is going to do well when wearing a hot, heavy suit of armor, so apply any or all of the following penalties (alert readers might recognize these from a previous "Sage Advice" column):
Encumbrance: Even if the character in question has a Strength score high enough to carry the weight, knock his movement rate down to one half. He also should make a Dexterity check every turn or fall down and go boom. It's easy to lose one's equilibrium when one is carrying an unaccustomed weight, and a wizard might easily trip over a shield. The encumbered wizard should check Dexterity every time he tries anything that even remotely requires agility: running, jumping, using stairs (in either direction), getting on a mount, and so on.
Fatigue: Single-classed wizards who wear armor or carry shields should make a Constitution check every turn (more often if its very cold or very hot). Failure indicates fatigue. The character must remove the armor and rest awhile. If the weather is bad, the character must also do something to cool off or warm up. The character passes out if denied rest.
Uncertainty: Too much reliance on physical things undermines the mental discipline the wizard needs to command his magic. There is a 25% chance that any spell he casts during the next 24 hours will fail outright. (If the caster is wearing prohibited armor at the time of casting, the spell fails 100% of the time.) Further, the character gains no experience for the adventure in which he dons armor to protect himself. If he makes a habit of wearing armor, he might even lose a level or two. The uncertainty penalty shouldn't apply to wizards who genuinely have been forced to wear armor.
 Note that these penalties don't make much sense if the wizard also has warrior or priest abilities, but "Sage Advice" has suggested allowing armor to such characters several times.
Attributes: 2E, Class, Wizard in metal armor

Sage Advice #246 p. 20 (April 1998), Question: 11 🔗
A few issues ago, you said that a character subjected to a poison with an immediate onset time dies by the end of the round in which he has seen poisoned. I must take extreme issue with this ruling! Describe to me how a cleric can cast a slow or neutralize poison before the character has been poisoned? Basically, you're saying that you've got to count on not missing any saves when dealing with an immediate onset time, right?
 What? Do you want me to change my mind about what "immediate" means? Not failing any saving throws is definitely the safest bet when dealing with an opponent equipped with venom that has an immediate onset time. Unfortunately, players have no control over saving throws (in an honest game.)
 Here are several ways to save a poisoned character before she goes down: When a venomous creature appears on the scene, start casting a neutralize or slow poison spell before anyone suffers a poisoned wound. This is risky, because your character will lose the spell if nobody blows a poison saving throw. Perhaps your DM will be kind and let your character hold the spell "on hands" until needed. Many DMs I know allow something called an "option" or "delay" that allows a character to withhold an action until he sees how the round is going—at the cost of going last.
 Keep a magical item such as Keoghtom's ointment handy, and apply it to the poisoned character.
 Have someone with the herbalism and healing proficiencies standing to treat poisoned characters without delay.
 Note that if your DM applies the rules strictly, the use of spells, magical items, and complex proficiencies occupies a character for a whole round, so the rescuer cannot do anything else during a round when the poison is treated.
 Note also that most campaigns won't suffer a bit if the DM decides to assign longer onset times to the vast majority of creature poisons that are currently listed as "immediate."
Comment: Follow up on #242. The ruling on holding the spell "on hands" goes directly against #221 that states that a spell cannot be held for a later time. So this is purely a DM option.Attributes: 2E, Spell

Sage Advice #246 p. 20 (April 1998), Question: 12 🔗
Are golems affected by retributive strikes from staffs of the magi or staffs of power? What about other exploding magical items?
 Greater and lesser golems (that is, clay, flesh, iron, and stone golems) are pretty much immune to destruction except by means specifically mentioned in their descriptions, and the immunity extends to retributive strikes. I recommend making an exception for spheres of annihilation, which obliterate just about anything they touch. I suggest allowing powerful effects such as retributive strikes, disintegration, and Mordenkainen's disjunction to work on "minor" golems (bone golems, doll golems, scarecrows, and other creatures listed as golems in the MONSTROUS COMPENDIUM® books).
 If an effect duplicates a spell included in the golem's description, it should affect the golem just as the spell does. For example, magical lightning slows iron golems and magical fire heals them. Fiery or electrical breath weapons should have similar effects on iron golems. Likewise, the roar of an androsphinx can shatter crystal and should affect a stained glass golem just as a shatter spell does.
 Note that effects which destroy the material from which a golem is made always affect the golem. Rust monster attacks, for example, can destroy iron golems. Green slime, which destroys flesh, could dissolve a flesh or bone golem.
Attributes: 2E, Spell

Sage Advice #246 p. 20 (April 1998), Question: 13 🔗
The Player's Handbook says paladins aren't immune to lycanthropy or mummy rot because these are "magical" diseases. Can a dispel magic cure these afflictions?
 No. A cure disease effect (perhaps from a paladin's touch) cures mummy rot. A cure disease spell can cure lycanthropy, but only if cast by a character of at least 12th level within three days of the infection (see spell description). Otherwise, the afflicted character must receive a remove curse spell on one of the nights when the curse actually strikes and causes a change in form; the afflicted character still must make a successful saving throw vs. polymorph to be freed of the curse. (There is reference in the DMG that says cure disease is ineffective against lycanthropy, but this is erroneous.)Comment: The erroneous DMG reference is on page 176 in the Revised (black) book.Attributes: 2E, Spell, Dispel Magic

Skip Williams has never played a paladin, but he once played a druid who cast animal friendship on the paladin's warhorse. The paladin was not amused.

Sage Advice #247, May 1998

This month, the sage offers advice about spells from the AD&D® game.

Sage Advice #247 p. 18 (May 1998), Question: 1 🔗
When a priest uses the reverse of a conjure fire elemental (or conjure earth elemental) spell to dismiss an elemental, what is the casting time?
 The reverse has the same casting time as the regular spell; 6 rounds for conjure fire elemental and 1 turn for conjure earth elemental. Characters using reversed conjure elemental spells to banish hostile elementals are well advised to use protection from evil spells to prevent the elementals from disrupting the spells.Attributes: 2E, Spell

Sage Advice #247 p. 18 (May 1998), Question: 2 🔗
The invisible mail spell description (from the Complete Wizard's Handbook) says the spell's effects are not cumulative with other armor or magical protection, and that the spell cannot make a character's Armor Class better than 3 (before Dexterity bonuses). Does "magical protection" refer only to magical Armor Class adjustments? Could stoneskin, fire shield, protection from evil, or other defensive spells still function with invisible mail? If so, how would the stoneskin-invisible mail combination work? Would hits (that would normally hit Armor Class 3) be blocked by stoneskin and also subtract from the invisible mail's duration?
Invisible mail provides a base Armor Class of 3, period. Armor Class adjustments and defensive bonuses from any other magical source do not make the caster's Armor Class any better. Otherwise, the spell works normally with other defensive spells. For example, a wizard using both invisible mail and protection from evil cannot claim the -2 defense adjustment against evil attacks that the protection from evil spell provides, but enjoys all the spell's other benefits (saving throw bonus, hedging out enchanted creatures, and blocking mental control).
 Using stoneskin with invisible mail has no effect on the stoneskin at all. Any attack on a stoneskin recipient—hit or miss—drains one charge from the stoneskin. The recipient's Armor Class, no matter what the source, is irrelevant to the stoneskin's duration. An attack that inflicts no damage because of a stoneskin spell, however, does not count against the invisible mail's duration.
 I recommend that you give the invisible mail spell a maximum duration of 24 hours, regardless of how many hp damage it has absorbed.
Comment: Stoneskin losing charges on a "miss" is consistent with #226. Recommendation for 24 hour duration is consistent with the suggestion for the armor spell given in #242Attributes: 2E, Spell, Stoneskin

Sage Advice #247 p. 18 (May 1998), Question: 3 🔗
Can creatures or characters within a web take any actions while in the area of effect? If someone has spent a round or two breaking through the web but has not yet escaped the full area of effect, can he light a torch?
 I know DMs who assume characters can tear out open spaces inside a web spell's area of effect to allow for actions other than just ripping through the webbing. I suggest, however, that you assume the webbing fills in any cleared space almost the moment it's made. Not only is it not possible to clear a space to allow for lighting a torch, it's also not possible for one character to follow the path another character makes through the webbing. (Though it might be possible for a strong character to drag a weaker companion along with him as he breaks through the strands.)Attributes: 2E, Spell

Sage Advice #247 p. 18 (May 1998), Question: 4 🔗
The pain touch spell (from The Complete Wizard's Handbook) is listed as a Divination spell. Is this accurate? If not, what school should it be? If it is correct, is there any rationale for why?
 No, pain touch is not a Divination; it's a Necromancy spell, and it is so listed in later printings of The Complete Wizard's Handbook.Comment: Fixed in 10th printing, March 1996Attributes: 2E, Spell

Sage Advice #247 p. 18 (May 1998), Question: 5 🔗
If the spell transmute bone to steel (from The Complete Book of Necromancers) is cast on a character who just died and then is brought back to life with a resurrection spell, will the character have combat bonuses from the spell?
  One of two things happens (DM's choice, but once you pick one, stick with it for the whole campaign):
 ▸ The bones revert to normal upon the subject's return to life.
 ▸ The dead body cannot be raised or resurrected until the transmute bone to steel spell is reversed or dispelled.
 In any case, the spell works only on dead bone. If life is restored through other means (such as a wish), the character's bones revert to normal.
Attributes: 2E, Spell

Sage Advice #247 p. 18+20 (May 1998), Question: 6 🔗
If a mage with a ring of spell turning reads a cursed scroll, what happens? Does the curse rebound, or is the reader of the scroll treated as the caster of it in this case? I personally think that the scroll should still affect the mage who read it, but that's just me.
 The effect of a cursed scroll on its reader is just like a touch-delivered or self-cast spell—not turnable by a ring of spell turning or a spell turning spell.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 7 🔗
Is there a saving throw against the priest spell charm person or mammal? If so, does the save work like the wizard spell charm person in that the target gains a saving throw vs. spells, modified by the number of hp damage the party has inflicted on the target?
 A successful saving throw negates the spell—that's what the abbreviation "Neg." means in the summary at the beginning of the spell description.
 The target is entitled to a saving throw bonus if the caster or her party damages the target during the round when the spell is cast.
Attributes: 2E, Spell, Charm

Sage Advice #247 p. 20 (May 1998), Question: 8 🔗
The description for the priest spell random causality (from the Tome of Magic) lists the saving throw as "Neg." Who or what makes the saving throw? The wielder of the weapon? And against what? What if the spell is cast before the weapon is drawn, or when it lies on a table? Also, what is the correct casting time and duration for the spell?
 If the target weapon is in a creature's possession (drawn or not), the creature can attempt a saving throw vs. spell to negate the effect. An unattended weapon has no saving throw. The duration is 3 rounds, plus one round/caster level. The casting time is 6.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 9 🔗
The normal description of the chill touch spell in the Player's Handbook says the spell can repel undead that the caster touches, but the spell's description in the RAVENLOFT® setting doesn't say anything about repelling undead. Can chill touch repel undead in a RAVENLOFT game?
 A spell's listing in a RAVENLOFT product tells you what's different about the spell when it's used in RAVENLOFT. Anything not mentioned works normally So, yes, chill touch can send undead packing in a RAVENLOFT game.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 10 🔗
With a stone shape spell, a character can shape rock; is it strictly necessary for the caster to touch the stone with his hands?
 The spell has only "touch" range, so the character must touch the stone to be shaped. Any manipulative appendage the caster happens to have will do for the shaping. Nonmanipulative appendages won't suffice. For example, the caster probably couldn't shape the stone with his toes.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 11 🔗
The fireball spell description says a fireball is an explosive burst of flame. Now, wouldn't this explosion still cause damage to a fire-resistant creature? If you cast a fireball at a red dragon, would the concussion from the explosion still cause damage to the dragon? The flame part of the spell wouldn't, but the explosion should.
 No, it shouldn't. You stopped reading the spell description too soon and missed the part that says the fireball creates little pressure (second sentence). A fireball doesn't generate any concussion.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 12 🔗
Can the caster of an Otiluke's telekinetic sphere use it to fly?
 Yes, after a fashion. Subjects inside the sphere can be moved as if subjected to the 5th-level wizard spell telekinesis (20 feet per round), provided they weigh no more than 5,000 lbs. There is no reason the caster couldn't make herself the spell's subject.Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 13 🔗
What would happen if you fire two wheel-lock pistols at point blank range (2') at a person who has a protection form normal missiles spell cast on him? Wouldn't the pistol shots be inside the spell's minimum range?
Protection form normal missiles makes the recipient immune to any small missiles (pistol and musket shots included), regardless of the range from which they are launched. Note that cannons and bombards count as "large" missiles and can harm the protected character, though the damage inflicted is reduced slightly (see spell description).Attributes: 2E, Spell

Sage Advice #247 p. 20 (May 1998), Question: 14 🔗
Can rope trick be used to bypass a wall of force by climbing up the rope on one side of the wall and then lowering it on the other? Can the rope be lowered only through the center of the "window"? If so, could the characters inside the extradimensional space just move to the other side of the wall and wait for the rope trick spell to expire?
 Anyone or anything leaving the extradimensional space created by a rope trick spell re-enters the normal universe in the same place where it left (roughly the center of the extradimensional space). On the other hand, a rope lowered from the space is fixed at only one end. There's nothing to stop someone from tossing the loose end over a nearby barrier (even a wall of force) and then climbing down.Attributes: 2E, Spell

Sage Advice #247 p. 20+22 (May 1998), Question: 15 🔗
I've come across your discussion of the frisky chest spell from many issues ago, and I noticed a similar discussion of the abuse of the Tenser's floating disc spell in issue #241. For me, these issues beg a larger question: How does a DM draw the line between innovation and abuse? Can you name a few innovative uses of spells that should work?
 First, trust your gut. Does the proposed use of the spell seem like abuse? If so, it probably is. If you feel enough doubt to ask "Sage Advice" for an opinion, it almost certainly is (but go ahead and ask anyway, especially if you feel you need moral support). On the other hand, if your first reaction to an unusual use of a spell is, "Wow, that's clever!" you're probably all right. In the latter case, you can always change your mind if the spell becomes a problem; as the DM it's your job, as well as your privilege, to bring things under control if they get out of hand. Here's a couple of other things to keep in mind:
Don't be a spoilsport. You are (or you ought to be) running your campaign for the players' enjoyment, so don't rain on their parade if you can help it. If somebody tries something cute with a spell or magical item, don't just say, "No way!" Try to think of a result that takes the adventure in an unexpected direction—one that the players hadn't bargained for—or that is at least amusing. I once had a player target a create water spell inside a blue dragon's mouth. The player confidently told me that this action would surely cause the dragon's lighting breath weapon to short out. As it happened, the dragon was an illusion and the player's attitude told me that the character in question certainly believed in it. If the dragon had been real, I probably would have decided that the breath would scatter the water in a gout of steam and spray, provided that the breath and the water appeared more or less simultaneously (which I could have determined from the initiative rolls). Perhaps, with a failed saving throw, the collision of breath and created water could have led to a whole lot a draconic coughing, gagging, and spitting. Such an event might even have rendered the dragon unable to act for a round (not unlike accidentally inhaling a beverage). As it happened, the spell had no visible effect on the illusory dragon at all; the water just fell in a big splash. The players didn't tumble to the clue and had to flee the illusory dragon. Note that create water cannot produce water inside a creature, but I think a dragon's mouth might just open wide enough so that a gout of water created within the space spanned by its jaws might not actually be inside the dragon.
Beware when players start telling you how things work. Before running a game, take the time to become familiar with the spells and magical items the PCs carry. That means keeping current copies of everybody's character sheets (this also helps when players forget them), including spell books and lists of priest spells. When a player tries something odd, open up your rulebook and flip to the spell or item description, study it, and decide if the action s even remotely possible. The discussion of Tenser's floating disc in issue #241 is nothing more than a step-by-step review of the parameters set forth in the spell description. About a year before writing the column for issue #241, I had a player at a convention try to use a floating disc to attack a group of tanar'ri the party had been pursuing over a series of rooftops. Before the session even started, the player had boasted that he could get some real mileage out of the spell and that I'd better be careful. So, when the player announced that his character was breaking off the chase to cast Tenser's floating disc, load it with flaming oil, and send it after the tanar'ri about two blocks away, my jaw dropped. The character was three stories up, and there was a city street between the wizard and his targets. "You realize," I said, "that the disc winks out unless there's a surface no more than three feet below it, so this disc is going to wink out crossing the street and dump flaming oil all over some pedestrian or the building, or both?" Then the player's jaw dropped. As I pointed out last April, sometimes characters are smarter than their players. Because the character in question was a version of Tenser himself, I decided he knew the limitations of the spell pretty well. I didn't feel the need to point out that if the PCs, with movement rates of 12, couldn't keep up with the tanar'ri, the disc—with a movement rate of 6—wasn't going to overtake the foe, or even that tanar'ri are immune to normal fire. Sometimes player attempts at "innovation" are just plain silly.
 Long-time readers of this column might recall that I have said spells do what their descriptions say they do and do nothing else. That's true, but it also means players and DMs have to read the spell descriptions and understand exactly what they do. For magical effects that don't actually produce energy or matter, that makes things pretty cut and dried—if it's not in the description, it doesn't happen. On the other hand, many spells do produce energy or matter. A fireball's fiery blast doesn't produce any concussion, but it is fire. Fire sets things alight, uses up oxygen, and produces at least some light and noise. It's a bad idea to cast a fireball in a mine or barn (both places where there could be a fair amount of flammable dust in the air). A fireball (or lightning bolt) cast in cloud of grain dust might very well generate a secondary explosion that includes a massive concussion.
 As for innovative spell uses that work, here are three of my personal favorites:
Using pyrotechnics as a fire extinguisher. My druid characters almost always pack this spell, because it can turn any fire into a big cloud of smoke and snuff out the fire to boot. This leads my DMs to place a limit on how big a fire the spell can affect. (As the spell is written, one low-level spellcaster could put out a fire of any size, say the Sun or the whole Plane of Elemental Fire.) I recommend a 10' cube per caster level.
Using rope trick as a sky hook. Many a time, I've had PCs in situations where a firmly affixed rope would be useful, but no good point of attachment was at hand. So cast rope trick. The spell can lift a piece of rope from 5 feet to 30 feet long; long enough to haul a buddy out of a pit or swing over a chasm when there's no place to pound in a spike. Sometimes 30 feet of rope is long enough to scale a wall when a grapple might make enough noise to alert guards.
Using cantrip as a sketchbook. When questioning an NPC about someone's appearance, use a cantrip spell to created a two-dimensional image of the person being described. Adjust the image until it matches the unknown character's appearance just as a police artist would. Note that if the witness has a faulty memory or lively imagination, the image you get won't look anything like the unknown person, but the trick can work well. (The process can draw lots of attention, so be careful where you try it.)
Comment: More frisky chestAttributes: 2E, Spell

Skip Williams reports that a character of his was once vainly tying to wash some contact poison off some ioun stones he had found. The poison proved nearly impossible to remove. While the character was preoccupied with the stones, two dragons attacked, and the character slew one dragon by tossing a poisoned ioun stone down its gullet, much to the DM's chagrin and the delight of his fellow players.

Sage Advice #248, June 1998

This month, the Sage elaborates on character and creature abilities in the AD&D® game.

Sage Advice #248 p. 18 (June 1998), Question: 1 🔗
The Skills & Powers book has an optional revision to the nonweapon proficiency rules. Instead of a PC's initial rating at a proficiency being based on an ability score, it is set at a certain number. A relevant ability modifies the rating, and the rating can improve as the character expends character points while advancing levels. This is a more realistic approach, and I prefer it to the old method. The problem is that only the proficiencies listed in the Player's Handbook are covered in Skills & Powers. There are dozens of proficiencies listed in other books that aren't covered. Has anyone converted these extra proficiencies to the Skills & Powers system?
 I don't know of anyone who has taken on this task, which would be monumental considering how many proficiencies there are spread out among all the optional books (many more than mere "dozens"). If you want to use the Skills & Powers system for proficiencies not included in that book, you're on your own, but I offer these tips:
 Character-point costs to learn proficiencies should range from 4 to 6 (or 2—3 CPs per "slot"). Initial ratings should range from 5 (tough) to 8 (fairly easy). Note that Skills & Powers exceeds these limits, but only rarely.
 The best way to assign initial ratings and costs is to look in Skills & Powers for something similar to the proficiency in question and assign similar statistics. For example, the information gathering proficiency (from the Complete Thief's Handbook) is somewhat similar to local history. Its Skills & Powers statistics might be: Cost 3; Initial Rating 7; Relevant Ability Intelligence/Knowledge, Charisma/Leadership.
Attributes: 2E

Sage Advice #248 p. 18 (June 1998), Question: 2 🔗
I've just finished rereading all the great information on the sahuagin in The Sea Devils, but I'm disappointed that there is no information on sahuagin PCs. What would the ability score adjustments, ability limits, and class and level limits for a sahuagin character be? I would expect them to have pretty hefty Strength, Intelligence, and Dexterity bonuses. What would be the chance that such a PC would have four arms?
The Sea Devils lacks any such rules because sahuagin are the result of an ongoing eugenics experiment that ruthlessly weeds out individuality. (The vast majority of adventure-minded sea devils are fed to the sharks at an early age.)
 Sahuagin PCs could be possible for an undersea campaign, but 90% of them should be malenti (sahuagin who look like sea elves); the remaining 10% should be normal, two-armed sahuagin. Among normal (not malenti) sahuagin characters, there should be, at the maximum, 1% with four arms, and many of these should be missing a limb or three from hunting or war mishaps; four-armed sahuagin lead extra tough lives, especially during youth.
 All the foregoing should be determined by dice roll, because sahuagin don't get to decide much of anything by themselves.
 For sahuagin ability scores, do not give any bonuses or penalties. Instead, set very narrow racial limits. I suggest the following:
 Strength, Dexterity, Constitution, Charisma: minimum 11; maximum 15.
 Intelligence, Wisdom: minimum 12; maximum 16.
 Sahuagin are, overall, smarter and stronger than other demihumans, but only because they kill off the weaklings. In any case, it should be hard to qualify for this race.
 For malenti, use the same class and level limits as half elves—but no wizards of any kind. For sahuagin, use the elf limits, but again, no wizards.
Attributes: 2E

Sage Advice #248 p. 18 (June 1998), Question: 3 🔗
On page 92 of the High-level Campaigns book, it says that the chance of successfully brewing a potion is 70% +1% for every two levels of the creator. The example on page 95, however, says the chance is 70% +2% for every level of the creator. Which is correct, the text on page 92 or the example on page 95?
 The chance to create a potion is 70% +2% per character level. (The text on page 92 has a typo. Note that any roll of 96 or higher is always a failure.Attributes: 2E

Sage Advice #248 p. 18+20 (June 1998), Question: 4 🔗
In the Skills & Powers book, rangers can learn a skill called "sneak attack," which works just as a thief's backstab ability. If the ranger is high enough level to make multiple attacks, can he make multiple sneak attacks? What happens to the ranger's Strength bonuses? How can rangers even use this skill? After all, rangers must be good, and attacking without fair warning doesn't seem like a very "good" thing to me.
 "Sage Advice" has covered part of this one before in regards to thieves. Once the ranger gets into position for the attack, only the first attack the character makes gains the "sneak attack" bonuses, namely a +4 attack bonus and a multiplier to weapon damage. Apply damage bonuses (from Strength, weapon skill, weapon enchantment, or any other source) after you apply the multiplier.
 The ranger can choose which attack in a series of multiple attacks gets the bonuses, but any other attacks the ranger makes during round in which the sneak attack occurs are resolved normally Note that a ranger of any level could gain "multiple attacks" just by using two weapons. The same rule applies no matter how the character gains multiple attacks.
 A little DM mistrust of ranger sneak attacks is a fine thing. Sticking a sword through someone's back is arguably not "good." On the other hand, sticking a sword through someone's front isn't necessarily any better. A ranger is a warrior and will find it necessary to slay foes at least once in awhile. The important thing to keep in mind is that a sneak attack ability does not give a ranger free reign to make unprovoked attacks on inoffensive creatures. A ranger should have a darn good reason to use this ability. For example, a ranger sneaking into an enemy encampment to rescue a prisoner might have cause to stab a sentry in the back on the way in or out, especially if the character can avoid having to fight off every creature in the camp by doing so. On the other hand, if the ranger comes up behind a fellow traveler on a road, he ought not to stab the poor fool in the back just because the opportunity presents itself.
Attributes: 2E, Class

Sage Advice #248 p. 20 (June 1998), Question: 5 🔗
I'm a desperate DM. One week ago I had a terrible argument with one of my players. Can you answer with a plain "yes" or "no": can the player's character research new spells and magical items?
 No—not if you, the DM, don't want him to. (That's the "plain" part of the answer.) On the other hand, spell and magical item research is a legitimate pursuit for wizard and priest characters, provided they are of sufficient level. Players have good cause to gripe if you flatly refuse to allow them to explore this aspect of their characters. The High-Level Campaigns and Spells & Magic books contain helpful information (and rules) for creating magical items. DRAGON Magazine issue #242 (December, 1997) had an excellent article on the fine art of spell creation.Attributes: 2E

Sage Advice #248 p. 20 (June 1998), Question: 6 🔗
According to the AD&D CD ROM, it is impossible for a ranger to use weapon specialization, but I know I've read somewhere that they can. Is this in error in the program?
 The program is right. Early printings of the Complete Fighter's Handbook contained an erroneous reference to weapon specialization for rangers and paladins, but the error was corrected in later printings. Note that if you're using the rules for creating custom characters in the Skills & Powers book, rangers and paladins can purchase the ability to specialize in a weapon with character points. The expenditure of character points, however, means that these characters must give up some other class abilities.Attributes: 2E, Class

Sage Advice #248 p. 20 (June 1998), Question: 7 🔗
I have noticed that out of all the PLAYER'S OPTION books and the Player's Handbook there is no mention of what weapons a ranger can wield when fighting with two weapons. Let's face it, a ranger wielding two bastard swords would be quite a funny sight.
 The rule you're looking for is in Chapter 9 of the Player's Handbook, in the Attacking with Two Weapons section. The rule is fairly long, but it boils down to this: A man-sized ranger can wield a size-M or S weapon in the primary hand, and a size-S weapon in the secondary hand. An optional rule in the Complete Fighter's Handbook allows for two size-M weapons.Attributes: 2E, Class

Sage Advice #248 p. 20 (June 1998), Question: 8 🔗
As hard as I tried to find "Sage Advice" columns in old back issues and answer this question myself, I couldn't. Do cold-based spells with ice effects hinder undead or other creatures immune to cold? That is, while a skeleton would suffer no damage from a cone of cold, would it be crushed by the stones from an ice storm or similar spell whose damage is dealt kinetically? What about a combined-effect spell, such as the 2nd-level spell ice knife from The Complete Wizard's Handbook, which deals damage both through cutting and cold? For that matter, would a stoneskin spell protect a character from an ice storm?
 I appreciate your effort; however, "Sage Advice" has never dealt with this particular question. The answer depends on the spell. Ice storm delivers both impact and cold damage. A creature would have to be immune to both types of attacks to be immune; a skeleton, immune to cold, is still battered and suffers full damage. A character protected by a stoneskin spell is immune to an ice storm's impact damage but still subject to its cold. (An ice storm also drains one "charge" from the stoneskin.)
 An ice knife shatters on impact and inflicts only cold damage, leaving a creature such as a skeleton unharmed. Spells such as wall of ice cannot damage cold-resistant creatures unless dropped on top of them for an impact effect (though its cold still affects creatures immune to impact damage as noted under ice storm, above). A stationary wall of ice provides a physical barrier against any type of creature, but cold-resistant creatures usually can break through it with no ill effect save for the delay the effort entails.
Attributes: 2E, Spell, Stoneskin

Sage Advice #248 p. 20+22 (June 1998), Question: 9 🔗
I was reading the DUNGEON MASTER Guide and noticed that scrolls are considered 6th level or one level higher than required to cast the spell. A wizard needs to be at least 9th level to make a scroll! What gives?
 Nothing "gives." I assume you refer to the text on scrolls in Appendix 3. You have quoted the rule correctly A spell scribed on a scroll always has a casting level (for determining level-based variables such as range, damage, duration, and resistance to dispel attempts) of one level higher than the minimum required to cast it, but never less than 6th level. The rule tends to make a scroll spell less potent when read from the scroll than it would be if the character who wrote the scroll cast it herself. (sometimes considerably less potent). In other words, the act of writing a scroll limits its power. Alert readers will notice that the caster could actually gain a casting-level boost from this rule. In such a case, assign the caster's own level to the scroll (A scroll spell never functions at a level higher than its creator's level.)
 I know several DMs who allow characters to control the casting level of scrolls they write, so long as it is not less than the minimum level required to cast the spell. In most of these games, the actual casting level (not the spell level) is used to determine the failure chance when a character reads the scroll. Using unknown scrolls can be quite a gamblein such campaigns.
Attributes: 2E, Scroll

Sage Advice #248 p. 22 (June 1998), Question: 10 🔗
How freely can a wizard with the persistent spell effect ability (from the Spells & Magic book) change the effect? For example, Andolfo pays 21 character points for a 3rd-level persistent spell and makes fly a persistent spell effect. Can he decide to change that to shield after taking the week of study? The persistent spell effect requires concentration. If something happens to break that concentration, how long does it take to start that spell effect again?
 Once the character pays the CP cost for a particular level of spell, the character can make any spell of that level or lower persistent, provided the character can cast the spell, the DM approves, and the character gives up the required spell slot. The character can change the spell effect anytime, but it takes a week of effort to start a new persistent effect, and the old effect ends the moment the character starts working on a new one.
 Once a spell has been made persistent, it is effectively permanent. The concentration requirement is misleading. The persistent spell does not end until dispelled or changed. If the character goes to sleep or loses consciousness, a persistent effect stops working, but the caster can invoke it again, just as if it were an innate ability or magical item. (I suggest an initiative modifier of +3.) Many persistent effects give no benefit unless the character concentrates on them. For example, a character with a persistent ESP or detect magic effect does not gain information from the effect unless the character actually concentrates on using the ability. Such concentration counts as the character's action for the round in which the persistent effect is used.
Attributes: 2E

Sage Advice #248 p. 22 (June 1998), Question: 11 🔗
Can a character with the modern language proficiency learn extra languages that exceed his Intelligence score allowance?
 If the nonweapon proficiency rules are in play, a character takes the modern language proficiency to learn a single language. (It's a badly named proficiency.) Under the nonweapon proficiency rule, a character can learn as many languages as he has proficiency slots available. The character's allotment of "languages" from Table 4 (PHB) becomes bonus slots the character can use to acquire extra nonweapon proficiencies, not just languages.Attributes: 2E

Sage Advice #248 p. 22 (June 1998), Question: 12 🔗
I've had a long argument with a player, and I've run out of ideas. How can I reconcile rangers of Mielikki being her specialty priests too? The player insists that as a specialty priest, a ranger of Mielikki should enjoy all the abilities listed in Faiths & Avatars, use the experience tables on page 183, and have ranger abilities, too. The Mielikki entry in Faiths & Avatars is about as clear as mud, and it also seems to me that her rangers aren't getting much more than the average ranger. It seems the only advantage is that Mielikki allows the druid/ranger multiclass.
 The Mielikki entry on page 114 of Faiths & Avatars seems pretty clear to me. A "specialty priest" of Mielikki can be a ranger (or druid, or druid/ranger). Your player has misunderstood the information on default specialty priest abilities on pages 182—183; information in a power's description always takes precedence over the default abilities. (Page 183 also has a note about rangers of Mielikki under the "Paladins and Rangers" heading.)
 In addition to the ability to be druid/rangers, rangers of Mielikki gain some extra proficiencies—any three of the four bonus proficiencies listed on page 114 and religion (as noted on page 113). Otherwise, rangers of Mielikki function exactly like the rangers described in the Player's Handbook.
Attributes: 2E, Class

Sage Advice #248 p. 22 (June 1998), Question: 13 🔗
The second note under the undead turning table in the Player's Handbook says that undead living on the outer planes can be turned as "special" creatures. Thus I suppose that only undead creatures are affected. A baatezu or a tanar'ri cannot be turned. Right?
 If the note were correct, you'd be right. But the line should read "... and those creatures that dwell on the outer planes."
 A good priest can turn evil creatures (evil priests turn good creatures) from the outer planes, provided the creature has 11 hit dice or fewer. (Neutral priests turn both or pick one set or the other to turn, as the DM decides.)
Attributes: 2E, Turn Undead

Sage Advice #248 p. 22 (June 1998), Question: 14 🔗
Can a druid choose to shapechange into an elephant? I know the Player's Handbook says that the size of animal change varies from a bullfrog or small bird to as large as a brown bear, but how about an elephant?
 Actually, a druid can shapechange into an animal form no smaller than a bullfrog and no larger than a black bear (a roughly human-sized creature). Elephants, being considerably larger than black bears, fall well outside the druid's range. Note that a druid cannot choose to change into an elephant of roughly black-bear size. The assumed form's normal (adult) size must fall within the range noted above.Attributes: 2E, Class

Skip Williams notes that his druid characters have never considered turning info elephants, but they have achieved some pretty spectacular effects by turning into porcupines—especially in close, personal combat.

Sage Advice #249, July 1998

This month, the Sage ponders a few peculiarities, both magical and mundane, from the AD&D® game.

Sage Advice #249 p. 18 (July 1998), Question: 1 🔗
The Player's Handbook says a character with the juggling proficiency can catch thrown daggers or darts if a successful hit roll vs. AC 0 is made. What about arrows? Arrows are larger (a longer wooden shaft to catch) and slower speed factor (if the bow's speed is taken) than daggers or darts.
 No, juggling doesn't allow a character to catch arrows. An arrow might be longer than a dart or arrow, but its also one heck of a lot skinnier. A bow might take longer to aim than a dart or dagger, but an arrow flies much faster than a thrown weapon.Attributes: 2E

Sage Advice #249 p. 18 (July 1998), Question: 2 🔗
One of the optional restrictions for a fighter created using the Skills & Powers rules is a limit on magical armor. Does this restriction also prohibit magical shields?
 If a you choose "armor" as a magical item restriction, shields are out, too.
 Note that you can only gain extra CPs for a restriction once. If you've already claimed 15 CPs for wearing no armor at all, you cannot also claim CPs for not using magical armor.
Attributes: 2E

Sage Advice #249 p. 18 (July 1998), Question: 3 🔗
I'm having difficulty with the nautical combat system from the Of Ships and the Sea book. In the maneuvering phase, under Table 13, who is the "acting ship"(A)? How do you decide this? It can't be the PCs (or DM) all the time, because that will exclude each side from certain results on the table. Likewise, it can't be the ship who won that maneuvering phase roll, since the entire right side of the table won't be needed because A will always be greater than B.
 Ship A is always the ship taking the action (whatever that may be, ship B is always the other ship. Usually, you'll need to check Table 13 twice, once for each ship. If both flee or both close, don't the use the table; the distance between them changes according to their movement rates. (They might overshoot each other if closing, but that should put them close enough to try boarding or ramming the next the round.) In cases where results from the table are contradictory, use only the result the winning ship achieves.Attributes: 2E

Sage Advice #249 p. 18 (July 1998), Question: 4 🔗
The Spells & Magic book contains several new wizard proficiencies (page 52) and new priest proficiencies (page 59). The base abilities listed for these skills on the table work fine if you're using the old proficiency rules, but the Skills & Powers rules allow you to use subabilities to determine adjustments. Which subabilities go with which new proficiencies?
 Relevant subabilities for the new wizard proficiencies are: alchemy Intelligence/Knowledge; anatomy Intelligence/Knowledge; arcanology Intelligence/Knowledge; bookbinding Intelligence/Reason; concentration Wisdom/Willpower; dowsing Wisdom/Intuition; glassblowing Dexterity/Aim; hypnotism Charisma/Leadership; mental resistance Wisdom/Willpower; omen reading Wisdom/Intuition; papermaking Intelligence/Reason; prestidigitation Dexterity/Aim; research Intelligence/Reason; sage knowledge Intelligence/Knowledge; scribe Dexterity/Aim; tactics of magic Intelligence/Reason; thaumaturgy Intelligence/Knowledge.
 Relevant subabilities for the new priest proficiencies are: administration Intelligence/Knowledge; alms Charisma/Leadership; bookbinding Intelligence/Reason; bureaucracy Intelligence/Knowledge; ceremony Wisdom/Intuition; diplomacy Charisma/Leadership; investigation Intelligence/Reason; law Intelligence/Knowledge; observation Intelligence/Reason; omen reading Wisdom/Intuition; oratory Charisma/Leadership; papermaking Intelligence/Reason; persuasion Charisma/Leadership; sage knowledge Intelligence/Knowledge; scribe Dexterity/Aim; undead lore Intelligence/Knowledge.
Attributes: 2E

Sage Advice #249 p. 18 (July 1998), Question: 5 🔗
In the Spells & Magic spell-point system, what subability governs bonus spell points for a wizard? What subability governs bonus spell points for a priest?
 Wizards use Intelligence/Knowledge. Priests use Wisdom/Intuition.Attributes: 2E, Class

Sage Advice #249 p. 18+20 (July 1998), Question: 6 🔗
If a wild mage casts a sending spell, and he rolls a wild surge, presumably he is the caster of the spell and the target is the person receiving the message. Fine, but does this mean the wild mage can attempt a sending spell using Nahal's reckless dweomer and blast a hapless victim on the other side of the planet with wild surges? Sure, a wild surge might hit the caster instead of the subject, but there's about a 50/50 chance the subject is hit instead.
 First, wild surges occur only when the spell in question has some level-based variable. Sending has no such variables (though a wild surge could occur if a wild mage tries to duplicate the effect with Nahal's reckless dweomer).
 When a wild mage casts a spell whose target or subject lies out of the wild mage's direct sight (as might be the case with clairvoyance, clairaudience, and sending spells), I recommend that you treat the wild mage as the center of any wild surge result that might occur. In such a case, a wild surge result that affects only the spell's target or subject have no visible effects, but a wild surge result that affects an area always includes the wild mage.
Attributes: 2E, Spell

Sage Advice #249 p. 20 (July 1998), Question: 7 🔗
The description for the wildshield spell says that it can protect the caster from harmful wild surges. Does this mean that a wild mage so protected can cast Nahal's reckless dweomer and be protected from any detrimental effects the Nahal's reckless dweomer might have?
 Also, what happens if a wild mage casts Nahal's reckless dweomer while under the influence of a chaos shield spell?

 I'm inclined to suggest that wildshield will not absorb the caster's own spells or wild surges.
 Technically, a chaos shield protects the caster against his or her own wild surges, including surges from Nahal's reckless dweomer. If you fear this might lead to player abuse, it's okay to rule that chaos shield prevents a character from creating and manipulating the surge of energy Nahal's reckless dweomer produces, rendering the spell useless a long as the chaos shield lasts.
Attributes: 2E, Spell

Sage Advice #249 p. 20 (July 1998), Question: 8 🔗
Which of the following defensive abilities work when a character using them is also using a shield or kote?
 • The +2 AC bonus the Skills & Powers book grants to unarmored rogues and warriors.
 • The fighter's optional defense ability from Skills & Powers.
 • The human "tough hide" ability, also from Skills & Powers.
 • The swashbuckler kit's +2 AC bonus from Skills & Powers.
 • The swashbuckler kit's AC bonus, when lightly armored, from the Complete Fighter's Handbook.
 • The ironskin ability from the Complete Ninja's Handbook.

 The first two items on your list are actually the same thing. Early printings of the Skills & Powers book contain an erroneous reference to this skill on page 15 (under the Balance heading). Warriors and rogues can buy this skill as a class ability for 10 character points. The error has been corrected in later printings of the book. Although a shield is technically a type of armor, it's okay to treat a character using a shield, but wearing no body armor, as unarmored. A kote is a type of body armor (worn on the arms and shoulders) and negates this ability.
 The tough hide ability grants a character a base AC 8. A shield can improve this by 1. A kote used with this ability follows the rules for armor use on page 36 of the Skills & Powers book.
 Shields and kotes work fine with any swashbuckler's AC bonus, provided the character isn't wearing any additional armor that would negate the bonus.
 Any type of body armor, including a kote, negates a ninja's ironskin bonus, but the character can still use a shield.
Attributes: 2E

Sage Advice #249 p. 20 (July 1998), Question: 9 🔗
What happens when an ageless or immortal creature, such as a lich, shade, or avangion, casts a spell that causes magical aging?
 Nothing; immortal or ageless creatures ignore aging effects. Note, however, any aging side effects from spell casting are meant to represent the terrible strain casting a powerful spell places on the caster's body and psyche. Even an ageless creature is required to pass a system shock roll to survive the ordeal (see the Constitution section of Chapter 1 in the PHB).Attributes: 2E, Spell, Magical aging

Sage Advice #249 p. 20 (July 1998), Question: 10 🔗
How do you restore the spells in the ring of spell storing? Some people I play with say that you have to go through the laborious recharging process and others say that you are restoring the spells, not charging the ring therefore, a spell must simply be cast into the ring. At what level would a recharged spell function (for purposes of duration, resistance to dispel attempts, and other level-based variables)? Can the ring's owner change the spells in it?
 Anyone can recharge the ring—provided the character knows and can cast the spells the ring can hold. The character recharging the spell has to expend any necessary material components and suffers any negative effects that come with casting the spell normally.
 A recharged spell functions at the recharger's level or level 12, whichever is less.
 The spells a ring of spell storing can hold are fixed when the ring is created; the ring's owner cannot change them.
Attributes: 2E

Sage Advice #249 p. 20 (July 1998), Question: 11 🔗
The Player's Handbook says specialist wizards cannot use magical items that duplicate spells from their opposition schools. What about rings of spell storing? For example, can an invoker use a Melf's acid arrow (a Conjuration spell) from a ring of spell storing?
 Since anyone can use a ring of spell storing, any specialist wizard can use the spells in it. As "Sage Advice" has pointed out before, the rule in question (which appears in the specialist wizard section of Chapter 3 in the PHB) should say specialist wizards cannot use wizard-only magical items that duplicate spells from opposition schools. An invoker could not use a wand of conjuration to summon monsters. Nor could an invoker recharge a Melf's acid arrow spell stored in a ring of spell storing (because the invoker could not cast the spell, see previous question).Comment: Reiterates #217 and #227Attributes: 2E, Class

Sage Advice #249 p. 20+22 (July 1998), Question: 12 🔗
In the Complete Psionicist Handbook, it says antimagic shells have no effects on psionics. However, in High-Level Campaigns, it says antimagic shell blocks the use of psionics. I assume then that the official ruling from TSR for its game worlds is that all psionics are blocked by antimagic shell? As a DM, I believe this change occurred because playtesting showed psionics to be too powerful against antimagic shells.
Antimagic shell does stop psionics; the material in High-Level Campaigns corrects the Complete Psionicist's Handbook. One reason is, as you suggest, to help give non-psionic characters a defense against psionics. Another reason is that antimagic shell is a sovereign defense that stops spells, spell-like abilities, and all kinds of attacks that are not "magical" per se, such as breath weapons and gaze attacks.Attributes: 2E, Spell

Sage Advice #249 p. 22 (July 1998), Question: 13 🔗
Does the 5th layer of a prismatic sphere (the indigo layer) block psionics since it blocks "mental attacks?" Does the Suppress Magic psionic power have any effect on a prismatic sphere? (Antimagic shell doesn't.) This question has caused much furious debate and confusion fur me and other gamers.
 A prismatic sphere's 5th layer blocks all forms of telepathic attacks. (By definition, telepathic attacks are "mental" attacks.) The 2nd layer stops psychokinetic attacks, and the 7th layer stops pretty much everything, including psionic attacks. I'd allow Suppress Magic to drop the 7th layer, which is vulnerable to dispel magic, but not any other layer. You might want to make other layers vulnerable to psionic powers that produce effects similar to the spells that negate them. A Ballistic Attack, for example, might negate the 5th layer, which is vulnerable to magic missile.Attributes: 2E, Spell, Dispel Magic

Sage Advice #249 p. 22 (July 1998), Question: 14 🔗
What happens to RAVENLOFT® goblyns when the master that created them has died? Do the goblyns maintain their telepathic link? Or is it broken? Does the most power goblyn become the master? Do they all become independent and capable of self determination? Can they remember their existence from before their transformation? Can they be transformed back into their original form? Can another master "adopt" these orphan goblyns?
 Goblyns lose their telepathic linkage and become independent creatures (much like regular goblins, though not quite as smart) if they lose their masters. It could be possible for new master to "adopt" masterless goblyns; domain lords probably can accomplish this.Attributes: 2E

Sage Advice #249 p. 22 (July 1998), Question: 15 🔗
On which Outer Planes do the deities from the AL-QADIM® setting (Hajama, Kor, Jisan, etc.) dwell? Where do the deceased from that campaign go when they go to "Paradise" or "Hell," as mentioned in some of the products?
 Unless specifically stated otherwise, deities dwell on the outer planes corresponding to their alignments (see DMG, Chapter 15). Likewise, the spirits of dead characters are assumed to go to the planes of their alignments. The alignment for each plane is as follows:
Mount Celestial— Lawful Good; Bytopia— Neutral (Lawful) Good; Elysium— Neutral Good; The Beastlands— Chaotic (Neutral) Good; Arborea— Chaotic Good; Ysgard— Neutral (Chaotic) Good; Limbo— Chaotic Neutral; Pandemonium— Chaotic (Evil) Neutral; The Abyss— Chaotic Evil; Carceri— Chaotic (Neutral) Evil; The Gray Waste— Neutral (Lawful) Evil; Gehenna— Neutral Evil; Baator— Lawful Evil; Acheron— Lawful (Neutral) Evil; Mechanus— Lawful Neutral; Arcadia— Lawful (Neutral) Good; The Outlands— Neutral.
 A parenthetical entry indicates a secondary tendency For example, the inhabitants of Arcadia have a slightly neutral bent.
Attributes: 2E

Sage Advice #249 p. 22 (July 1998), Question: 16 🔗
The ogre mage description says the creature can fly for 12 turns each day. Is that a power he can turn on and off at will until he uses the full 12 turns? Or is it a one-time shot?
 The ogre mage can use the power one time a day. Once the power is activated it ceases functioning 12 turns (two hours) later. During that time the creature can fly or not, as it desires. Time spent on the ground while the power is "running" still counts against the duration.Attributes: 2E

Sage Advice #249 p. 22 (July 1998), Question: 17 🔗
Suppose a character casts phantasmal force or a similar spell in an outdoor setting, and concentrates on a barn owl as the illusion. The character can make the owl fly anywhere within the area of the spell effect, 400 square feet plus 100 square feet per level. The spell doesn't have cubic area, so there is there a height restriction on this spell? Or can the caster could make the owl fly as high as he likes providing the image still looks realistic?
 Yes, the illusory owl can move freely throughout the spell's area of effect.
 I'd suggest making the area a maximum of five feet high per three caster levels. Note that the whole area can be turned on its side or re configured as the caster wishes, and also that it can be created anywhere within range.
Attributes: 2E, Spell

Sage Advice #249 p. 22 (July 1998), Question: 18 🔗
The description for the spell Mordenkainen's magnificent mansion stipulates an area of only 300 square feet per caster level, and a character can imagine that her mansion has two or three stories to house the numerous rooms mentioned, especially since the description says the design and interior of the space created can be altered to suit the caster's wishes. My players always try to create a mansion of maximum ground floor size. For example, a 14th~level wizard gets 4,200 square feet (14x300) which then has a large number of stories, each of which has the same floor area, because there is no height limitation included in the spell description.
 In this case, "square feet" refers to the mansion's total floor space. The caster can create multiple stories, but the floor space in each counts toward the limit. You can assume any particular story's ceiling height cannot exceed half the area's longest dimension, or 10 feet, whichever is higher.Attributes: 2E, Spell

Skip Williams has professed a need for Mordenkainen's magnificent mower after struggling through early spring yard work at his Seattle-area home.

Sage Advice #250, August 1998

This month, the Sage ponders questions about spells and magical items from the AD&D® game, including the ever irksome stoneskin spell.

Sage Advice #250 p. 18 (August 1998), Question: 1 🔗
The description for the necklace of prayer beads says that each bead can be used once per day. At what level of magic are the spells cast? Also, the karma bead description says that it allows the priest to cast spells as if four levels higher (with respect to range, duration, etc.). Is this a constant effect? If not, what is its duration, and what happens if a necklace of prayer beads has two or more karma beads? Are the results cumulative, or does it allow the function to be used once a day per karma bead?
 Spell-like effects from a necklace of prayer beads (or from any ring, weapon, or miscellaneous magical item) function as though cast by a 12th-level character.
 A karma bead functions continuously—all the wearer's spells get the casting level boost. Spell-like abilities from items the wearer uses don't get the boost. There is no special effect if a particular necklace of prayer beads has more than one karma bead.
Attributes: 2E

Sage Advice #250 p. 18 (August 1998), Question: 2 🔗
If an item has a special power usable once a day (say, a heal spell), how long does it take to renew that power once it is used? Is it 24 hours after use? At the next midnight or dawn? None of the above?
 This is entirely up to the DM. Any of the methods you suggest make fine "renewal" times; you could add the next noon, the next sunset, or any other daily cycle to the list. Its also all right to set a daily cycle with a minimum period of time in between, such as the next dawn or dusk (whichever is farther away), or the next noon, but never twice in any eight hour period.
 Items in the campaign might "renew" on the same cycle, or the cycle can vary from item to item. The former has the virtue of being easy to remember, but the latter adds variety and mystery
Attributes: 2E

Sage Advice #250 p. 18 (August 1998), Question: 3 🔗
Can a wall of force or similar barrier stop a sphere of annihilation?
 A sphere of annihilation would bore a hole through a wall of force or any other physical wall (such as a wall of stone, wall or iron, or wall of ice). A sphere of annihilation stops moving if it hits an antimagic shell. Technically, a prismatic wall or prismatic sphere would destroy a sphere of annihilation, as it destroys any unattended item of less than artifact power that touches it. Some DMs prefer to grant a sphere of annihilation artifact-level resistance to destruction in this manner, but the sphere is still sent to another plane if it touches a prismatic effect with the 7th layer intact (as would an unattended artifact in a similar situation).Attributes: 2E, Spell

Sage Advice #250 p. 18 (August 1998), Question: 4 🔗
Do item saving throws reduce damage received or negate it entirely?
 Most item saving throws are all-or-nothing propositions. The item either makes a successful saving throw and survives whatever event made the saving throw necessary, or it fails and is destroyed. I suppose if the DM has assigned an item hit points, as discussed in Chapter 6 of the DMG, one could allow a damaging attack to inflict reduced damage to the item even after a successful item saving throw.Attributes: 2E

Sage Advice #250 p. 18 (August 1998), Question: 5 🔗
The Skills & Powers and Spells & Magic books include some abilities that are available to just about everybody except thieves. Is there some reason thieves can't get bigger hit dice? (Even wizards can have this one.) What about priest or warrior THAC0 advancement? Warrior's exceptional Strength or hit point adjustment? I've also noticed that thieves can't get extra character points by choosing disadvantages as other classes can. Are there any disadvantages thieves can choose?
 I can't think of any good reason why thieves can't choose some of these abilities; their character-point values and effects when selected for thieves are as follows:
Bigger hit dice: 10 CP's for d8.
Better THAC0 advancement: 15 CPs for warrior THAC0.
Warrior Exceptional Strength: 5 CPs.
Warrior Constitution Adjustment: 5 CPs.
 Thieves can select disadvantages as follows:
No Armor: +5 CPs.
Limited magical item use: +5 CPs for each barred category. See S&P, page 48, for the list of categories; note that a thief (or any other character) who already has claimed 5 CPs for not wearing armor cannot gain 5 more CPs for not using magical armor.
Attributes: 2E, Class

Sage Advice #250 p. 20 (August 1998), Question: 6 🔗
Is the lightning from a call lightning spell magical, or does the spell just control normal lighting? How do you handle saving throws and the effects of magic resistance in regard to this spell?
 Lighting generated with a call lightning spell is magical. Creatures struck by lightning from the spell are allowed saving throws vs. spell with any appropriate adjustments for race and Dexterity. Items subjected to the spell make item saving throws against lightning. Magic resistance works against lightning from the spell according to the rules for magic resistance vs. area effects (see DMG, Chapter 9); for a comprehensive look at how magic resistance works in play see "Magic Resistance, Step by Step" in issue #218.Comment: Matches #175Attributes: 2E, Spell

Sage Advice #250 p. 20 (August 1998), Question: 7 🔗
Does Keoghtom's ointment help mummy rot at all? In the description of mummy rot, it is specific about a cure disease spell being needed to get rid of the affliction. The ointment has the property of curing disease, but is it the same as the spell? Also, the description of mummy rot says the afflicted character cannot benefit from cure wounds spells, but what about things like the hit points gained once a character changes back from a polymorph self spell?
 Yes, the cure disease power of Keoghtom's ointment cures mummy rot. A character ending a polymorph self spell could get the full 1d12 hp damage back, or only 10% of that, at the DM's option.Attributes: 2E, Spell

Sage Advice #250 p. 20 (August 1998), Question: 8 🔗
Can a character cast a nightmare spell on a person he saw in the past if he doesn't know the target's real name and appearance because the target was disguised?
 The recipient of a dream or nightmare spell must be identified in such a way as to leave no doubt about who the target is. The attempt fails if the sender identifies the recipient in a vague way. The caster need not know the target's name or true identity to use the spell successfully For example, the caster could specify the target as "the cloaked man I met on the road last night." The spell could indeed fail if the "cloaked man" was actually a woman (because the caster really didn't really meet any cloaked men). The spell would certainly fail if the caster had encountered several cloaked people on the road (there would be no way to determine which person was the intended target).
 Note that a mostly erroneous description could still allow the spell to succeed so long as the errors didn't render the caster's choice of targets unclear. For example, the Scarlet Pimpernel's "real" name was Sir Percy Blakeney; however, the Pimpernel was a personality of great repute and could have been the target of a nightmare spell even if the caster didn't know he was Blakeney. There was only one Scarlet Pimpernel.
Attributes: 2E, Spell

Sage Advice #250 p. 20 (August 1998), Question: 9 🔗
In combat, if a figurine of wondrous power is solely responsible for a kill, does the experience go to the figurine's owner? My DM says no, because an activated figurine is a creature, but my argument is that a figurine is an item, just like a wand or staff, and that my character should get the experience if his figurine killed a foe. Who is correct?
 Your DM is "correct."
 In general, experience for any defeated opponent should be divided among the group if the whole group faced the creature together. (Note that one does not necessarily have to slay a foe to defeat it.) If it was just the figurine owner against the monster, the owner has a reasonable claim to the experience. I'd sure give it to him—your reasoning covers the matter nicely.
 On the other hand, it's a bad idea to expect the DM to hand out experience each time your character kills something; DMs often have good reasons for not awarding experience for creatures killed. One very common reason is that a creature killed does not always equate to a defeated foe. If a creature does not pose a threat to a party or stand in the way of some legitimate goal the party might have, it is not a foe even if the party attacks and slays it. The DM has every reason to withhold experience for such hollow victories.
Attributes: 2E

Sage Advice #250 p. 20 (August 1998), Question: 10 🔗
What is the guiding principle of the teleport spell? Is the caster moving a set mass a set distance to a certain locale within logical parameters? If the caster is facing north, will the caster then appear facing north? Does the caster's volume have to be considered at the points of departure and arrival (thereby creating a vacuum in the area left behind and a breeze in the area entered)? Does the caster or the spell correct for dynamic locales (say, a bar where the tables and chairs are moved around) When a teleport attempt fails, does the 10'-per-point-off rule apply to the low roll as well as to the high one?
 The "guiding principle" is that the caster disappears from one location and instantly reappears in another. This can have whatever minor theatrical effects the DM cares to assign. The key word here is minor; no thermonuclear explosions result if the caster arrives low. Muted sounds as the caster vanishes and reappears are acceptable. It's a good idea to assume that the caster's facing (in regard to compass direction) does not change during the trip.
 The more the caster knows about her destination, the safer she is when teleporting; the success table in the spell description reflects this concept. If the destination is "dynamic" the caster cannot claim accurate knowledge of the site. Such a locale falls into the studied carefully category at best.
 The High-Level Campaigns book suggests rolling 1d100 anytime a caster arrives low. The result is the number of yards below the intended arrival point the caster actually appears. You can use the caster's success roll to determine the distance instead. The caster arrives 10 feet low for every point over the highest "safe" roll. For example, the caster rolls a 98 when trying to reach in area she has seen casually; a safe arrival requires a roll of 09-96 on 1d100. A 98 is two points higher than 96, resulting in an arrival 20 feet low.
Attributes: 2E, Spell

Sage Advice #250 p. 20+22 (August 1998), Question: 11 🔗
Several issues ago, you said that one attack drains a charge from a stoneskin spell, hit or miss. If a giant throws a boulder or a wizard casts a fireball a group containing a character using stoneskin, does the character still lose a charge from his stoneskin?
 If the recipient of a stoneskin spell is caught in an area-effecting attack, the creature loses a charge from the stoneskin no matter where the attack was actually aimed.
 In the standard AD&D rules, a giant's boulder-throwing attack is not an area attack, and a giant's boulder would not drain a stoneskin charge unless actually aimed at the stoneskin recipient. If you treat giant-hurled boulders as area effects in your campaign, however, the boulder will drain a stoneskin charge if the recipient is in the boulder's area of effect. Also, if you treat giant-hurled boulders as grenade-like missiles, and a boulder bounces onto a stoneskin recipient, the spell loses a charge and negates whatever damage the recipient might have suffered.
Attributes: 2E, Spell, Stoneskin

Sage Advice #250 p. 22 (August 1998), Question: 12 🔗
Can a dragon use its clairaudience ability to notice characters using dust of disappearance when the invisible characters are in the dragon's lair? What if the invisible characters are outside the lair?
 A dragon's clairaudience ability works throughout its lair (and a tad beyond). Clairaudience involves hearing, not sight, and dust of disappearance doesn't make characters silent. It's a good bet that a dragon using its clairaudience ability will hear invisible invaders coming. A dragon can also detect invisibility in a radius of 10 feet times its age category. This ability defeats dust of disappearance.Attributes: 2E

Sage Advice #250 p. 22 (August 1998), Question: 13 🔗
The description for the sword of wounding says the damage the sword inflicts can only be healed by resting or nonmagical means. Can the damage be restored by the following methods, and do they stop the bleeding the sword causes? The vampiric touch spell, vampiric regeneration, monk healing (from the original AD&D game), regeneration (from a ring of regeneration, a high Constitution score, or a shapechanged character in troll form).
 No—to both questions—in every case. Only binding or 10 minutes of time stops the bleeding. Only rest heals the damage. The first line of the sword of wounding description is quite specific about the inability of regeneration to heal damage the sword inflicts (but see the next question). Note that shapechange could provide regeneration, but not if the DM decides an assumed form's regeneration power is magical in nature.Attributes: 2E, Spell

Sage Advice #250 p. 22 (August 1998), Question: 14 🔗
How does a sword of wounding affect the tarrasque?
 The tarrasque's legendary regeneration power can heal any kind of injury. The creature regenerates damage from a sword of wounding at its normal rate. Assume that any "wound" stops bleeding after only four rounds, or when the tarrasque has regenerated all damage from the sword, whichever comes first.Attributes: 2E

Sage Advice #250 p. 22 (August 1998), Question: 15 🔗
What effect, if any, would a ray of enfeeblement have on a character wearing a girdle of giant strength?
 The spell reduces the target's Strength score, no matter what the score's source.Attributes: 2E, Spell

Sage Advice #250 p. 22 (August 1998), Question: 16 🔗
Can the second-level priest spell aid cure any lost hit points if the recipient has already suffered damage?
 An aid spell does not cure damage. The recipient immediately receives 1d8 temporary hit points regardless of current hit point total. The hit points last until the recipient suffers damage (the recipient always loses temporary hit points first) or until the spell ends.Attributes: 2E, Spell

Sage Advice #250 p. 22 (August 1998), Question: 17 🔗
The spell description and the table for the charm monster spell seem contradictory. Does the spell work only on creatures less than eight hit dice (the spell effects 2d4 hit dice worth of creatures), or does it work on any one creature or 2d4 hit dice of creatures?
 The charm monster spell affects 2d4 levels or hit dice of creatures, but always at least one creature, regardless of level or hit dice; see the first paragraph of the spell description.Attributes: 2E, Spell, Charm

Sage Advice #250 p. 22 (August 1998), Question: 18 🔗
Would it be unfair to limit the metamorphose liquids (a first-level wizard spell from the Tome of Magic) to simple liquids? I'm having a problem with player characters wanting to replicate things like Greek fire, the mystic's nonmagical healing potions, and so on.
 No. It's okay to treat any complex, herbal, or alchemical mixture as too complex for the spell to duplicate, just as a "magical" liquid is.Attributes: 2E, Spell

Sage Advice #250 p. 22 (August 1998), Question: 19 🔗
I'm having some trouble with the sixth-level wizard spell tentacles (from the Compete Wizard's Handbook). If the caster uses a weapon in each tentacle, does the caster gain an additional attack for each tentacle at the caster's THAC0? Are the extra attacks subject to the normal penalties for attacks with two weapons? Does the caster's Strength add to the damage done by a weapon wielded by a tentacle? Do the tentalcles have the same AC as the caster, including modifications from spells like blur? If the caster is protected by stoneskin, are the tentacles also protected?
 The tentacles give the caster two extra attacks each round. These are not subject to the normal penalties for attacking with more than one weapon, though the DM is certainly free to impose them. All attacks the caster makes with the tentacles are resolved using her current THAC0, except that the caster's Strength bonuses or penalties do not apply to the attacks.
 The tentacles have the same AC as the caster and any special protection the caster might enjoy also extends to the tentacles.
Attributes: 2E, Spell, Stoneskin

Skip Williams reports that he wrote the bulk of this month's column after helping some friends move into a new home. He imagines that a pair of tentacles might have made the task go faster, especially when wrestling queen-size mattress up and down staircases.

Sage Advice #251, September 1998

This month, the Sage tackles questions peculiar to the AD&D® game's various worlds and optional rule books, and considers a few oddities from the core AD&D rules.

Sage Advice #251 p. 20 (September 1998), Question: 1 🔗
How does the BIRTHRIGHT® blood ability Detect Life (from the Blood Enemies sourcebook) work in relation to effects such as nondetection, invisibility, misdirection, or mind blank?
 Effects that block divinations (such as nondetection spells) block the ability. Misdirection causes the Detect Life user to be unsure of the protected creature's exact location (assuming the user has enough power to determine locations). The power detects invisible creatures but does not render them visible; if the user is not strong enough to determine a creature's location, Detect Life simply indicates aliving creature somewhere in the area of effect.Attributes: 2E, Spell, Invisibility

Sage Advice #251 p. 20 (September 1998), Question: 2 🔗
Can a character wearing a ring of vampiric regeneration gain hit points from a creature shapechanged into a spectre?
 Yes. The character could drain hit points from a real spectre, too. A ring of vampiric regeneration bestows hit points on the wearer anytime the wearer strikes and damages an opponent. Spectres are immune to non-magical weapons. If the ring wearer has no magical weapon, he cannot harm the spectre and cannot gain any hit points from striking it.Attributes: 2E

Sage Advice #251 p. 20 (September 1998), Question: 3 🔗
I have been reading through the Illithiad, and I am finding the information within to be quite fascinating and useful. However, the monster entry on page 87 says the Intelligence of an illithid vampire is genius (17-18), while the accompanying text says the creatures are of animal intelligence. Which is correct? I'm also somewhat confused about how sunlight affects illithid vampires. The text says they are harmed by sunlight just like any other vampire. However, the special defenses section of the monster entry says "unharmed by sunlight."
 Illithid vampires have animal Intelligence; the reference to genius intelligence is an error.
 Sunlight harms illithid vampires; they suffer 1d6+1 hp damage each round they are exposed to sunlight.
Attributes: 2E

Sage Advice #251 p. 20 (September 1998), Question: 4 🔗
A character in our party has the spellfire ability. The rest of the party tends to keep this character topped of with spell energy and protected from direct assaults to be ready to tear up monsters. Recently, our DM has been allowing creatures with the psionic ability of Energy Containment to absorb and dissipate the spellfire energy. We are of the opinion that spellfire does not fall under the categories of "energy" as defined under the ability description. Is this possible?
 Sure it's possible (especially when your DM says so). While you could argue that a spellfire blast is not fire, heat, cold, electricity, or sound (all energy forms mentioned in the Energy Containment power description), a reasonable DM could decide to extend the power's effects to spellfire blasts. Spellfire is energy of some kind (perhaps of a unique kind). The DM also could decide that a spellfire blast is the equivalent of some more common form of energy (the DM should choose atype or types).Attributes: 2E

Sage Advice #251 p. 20 (September 1998), Question: 5 🔗
I've been DMing for a while now just recently picked up the High-Level Campaigns book. I also use the Tome of Magic and the Chronomancer accessory and was wondering about true dweomer spells for the schools of chronomancy and wild magic. Is there a wild surge table for true dweomers?
 In both cases, simply use the spell types from Table 28. A wild mage or chronomancer gets the specialist bonus (from table 34) when creating spells that reflect her specialty.
 True dweomers don't cause wild surges.
 Chronomancy true dweomers require a second application of the duration table (Table 32) to reflect displacement in time. Anything that shifts time more than a year uses the "permanent" line (100 points).
Attributes: 2E, Spell

Sage Advice #251 p. 20+22 (September 1998), Question: 6 🔗
Can a psionicist with Split Personality and Astral Projection be effectively two places at the same time? If his astral body is on the other side of a wall of force or other barrier (assuming it wasn't big enough to block the power), could the psionicist in his physical body teleport inside, or use telepathic powers inside, through the astral body?
 No. If a character using Split Personality goes astral, both halves of the personality go astral together. Note that wall of force doesn't prevent teleportation.Attributes: 2E, Spell

Sage Advice #251 p. 22 (September 1998), Question: 7 🔗
If a character has shield and weapon style specialization, he receives an extra attack each round that can be used for a shield punch. Would such a character be considered proficient with the shield and automatically gain that proficiency's AC benefits without spending any slots?
 No. If the character wants the extra AC bonus for shield proficiency, he has to buy shield proficiency.Attributes: 2E

Sage Advice #251 p. 22 (September 1998), Question: 8 🔗
Exactly when can characters claim the benefits from a deck of many things? Here's a situation that arose in my campaign: A character walks into a null magic room that copies everything that enters (something like a mirror of opposition). The character fights his double for awhile and is eventually forced to step out of the room to heal up. Once healed, the character returns to the room to take up the fight again. The battle eventually comes down to one roll: whoever hits the other guy first wins. The character dies, and the playing session ends. Now, one month later, the character's player argues that the character shouldn't be dead because the character had previously drawn the Fates card from a deck of many things. Will this card work in a place where magic is nullified? How long can someone wait before using the card?
 Most cards from a deck of many things take effect immediately upon drawing and simply work instantly, no matter what the circumstances. For example, cards such as the Jester, the Moon, or the Idiot inexorably work their changes on the character drawing them. In some cases, the character might be prevented from using a benefit a card has brought. For example, in a locale where all magic is suppressed, the Moon card still bestows wishes on the drawer, but the character might have to wait to use those wishes until she leaves the area. In some cases, the character gets to decide about an instant effect. For example, the Jester either grants 10,000 xp immediately or allows two extra draws. The character drawing the card must choose the effect the moment she draws the card, and the choice takes immediate effect regardless of local conditions. I would recommend that a character drawing the Fates card keep the card until she uses it. The card might be powerful enough to work even where other magic doesn't or it may not—that's up to the DM. In any case, to avoid a fate, the player must say when the character uses the card and must say so promptly. The card allows the drawer to avoid a fate, not reverse a fate. So the card must be used more or less as the fate happens. The DM should not subject the player to any sort of countdown, but trying to use the card a day or a month after doesn't do any good.Attributes: 2E

Sage Advice #251 p. 22 (September 1998), Question: 9 🔗
If memory serves, halflings can be luckbringers (specialty priests of Tymora). That's nice, but the Faiths & Avatars book fails to mention the level limits of these demihuman specialty priests. Since halflings can make it to 13th level as mystics, but only something like 8th or 9th level as clerics, the answer isn't intuitively obvious. Unfortunately, this oversight exists all the way through both Faiths & Avatars, as well as Powers & Pantheons. Every time a demihuman is eligible for a specialty priesthood, no level limit is mentioned.
 All demihuman specialty priests in the FORGOTTEN REALMS® setting gain experience normally until they reach a level equal to their race's normal advancement limit for a cleric, plus four levels. Thereafter, the character can keep advancing but requires triple the normal experience requirement. See Specialty Priest Level Limits at the bottom of this page for the information as it appears in the upcoming Demihuman Deities book (courtesy of TSR's Julia Martin).
Speciality Priest Level Limits
Human Drow Dwarf Elf Gnome Half-elf Halfling
Cleric U 12 10 12 9 14 8
Crusader U 12 13 12 12†
Druid U 12† 12† 9
Monk U
Mystic U 12 12 14 13
Shaman U
Specialty Priest U 16 14 16 13 18 12

 †Character race and class combinations normally not allowed in the AD&D® game rules. These changes are recommended specifically for the FORGOTTEN REALMS® campaign setting; however, Dungeon Masters are free to exclude these races from the given classes.
Attributes: 2E, Class

Sage Advice #251 p. 22+24 (September 1998), Question: 10 🔗
I have an ambitious Signer in my PLANESCAPE® campaign who also just happens to be a luckbringer of Tymora. Once he made Factol rank, he ingeniously used his access to the feat spell (from Faiths & Avatars) to succeed automatically at his imagining checks. Needless to say, i wasn't long before he ascended to Factor rank and now can potentially wield the effects of any wizard or priest spell simply by casting feat first and then putting his imagination to work. He never risks imagining himself right out of existence and can use his imagining abilities as often as he cast this fourth-level spell, instead of the once or twice a week that other Factols and Factors dare attempt. Can a feat spell affect a saving throw that has an ability score adjustment? What about attempts at disbelieving illusions?
 A feat spell helps characters accomplish only tasks that have some physical element (jumping, running, climbing) and that can be completed in one minute or less. It does not affect mental tasks (imagining checks, arithmetic, recalling facts), long-term tasks (armor making; ship building), saving throws, or attempts at disbelief.Attributes: 2E, Spell

Sage Advice #251 p. 24 (September 1998), Question: 11 🔗
Dweomerkeepers (specialty priests of Mystra) are capable of casting their spells inside wild and dead magic areas, courtesy of their patron deity. Could they also cast spells inside the area of effect of a beholder's antimagic ray?
Antimagic shell and similar effects (such as a beholder's antimagic ray) shuts down dweomerkeepers' spells. Wild and dead magic areas are aberrations in the Weave, which is the purview of the goddess Mystra. The goddess does not concern herself with antimagic effects created with spells or through creature special abilities.Attributes: 2E, Spell, Class

Sage Advice #251 p. 24 (September 1998), Question: 12 🔗
Is it true that channeler spellcasters (from the PLAYERS' OPTION®: Spells & Magic book) who have access to the necromancy priest sphere can use the dispel fatigue spell to wipe away the exhaustion? And that, in so doing, they become a veritable bottomless well full of magic spells, casting and re-casting high level spells time and again with no memory loss of their spells or physical weariness for channeling all that spell power?
 No. It's true that the dispel fatigue description says the spell works on fatigue caused by channeling, but—according to Spells & Magic author Rich Baker—that's an error.Attributes: 2E, Spell, Class

Sage Advice #251 p. 24 (September 1998), Question: 13 🔗
According to the Planes of Law boxed set and The Factol's Manifesto, the Great Modron March takes place every 17 years. According to The Great Modron March, an anthology of adventures, the March takes place every 17 years squared, or about 289 years. Which is accurate?
 The Great Modron March normally occurs every 17 times 17 (289) years.Attributes: 2E

Sage Advice #251 p. 24 (September 1998), Question: 14 🔗
The owner of a book of infinite spells can cast the spell to which the book is opened, once per day. Can a character choose to open the book to more than one page in a day? That is, can a character flip through the first 10 pages of the book in one day, and be able to cast all the spells on those pages? If so, can the character then close the book and repeat the procedure the next day? The book disappears when the last page is turned. But what if the owner closes it before reaching the last page and starts again? I assume it is impossible to "cheat" the usefulness of this book by putting tabs on the pages. Is it possible for two characters to create a book of infinite spells together, placing their most potent spells in it?
 The owner can turn as many pages as he likes but can cast only one spell a day from the book; the spell always must be from the page to which the book is opened at the time of casting. Spells on pages that already have been turned are lost. Once turned, the pages either go blank or disappear from the book, as the DM desires.
 If the book is closed, then opened again, I suggest that the book either opens to the page where it was previously opened, or to the next page (which means that closing the book "turns" the page).
 The pages in a book of infinite spells are never labeled (and cannot be labeled), the only way to find out what's on a page is to turn to it—thereby rending all previous pages useless.
 No character (or group of characters) can make a magical book, libram, manual, tome, or artifact.
Attributes: 2E

Sage Advice #251 p. 24 (September 1998), Question: 15 🔗
What does the gas breath weapon of a green or gold dragon count as? Is it poisonous or something else? Does the immunity to gas include poison gas and corrosive gases? My understanding of poisons is that they need to get to the bloodstream to be able to wreak their havoc, regardless of their method of entry. How far of am I?
 Unless specifically stated otherwise in creature description, a gas cloud from a dragon (any dragon) counts as a breath weapon attack, not poison. Creatures subjected to the breath must attempt breath weapon saving throws and usually suffer damage even if they succeed. Immunity to gas confers immunity to gaseous breath weapons and other types of gas (corrosive, petrifying, etc.). Immunity to poison gas usually is just an inaccurate way of saying immunity to gas, but sometimes it just means immunity to inhaled poisons. You'll have to read the text carefully to determine which it is. If it isn't obvious, "Sage Advice" is here to help.Attributes: 2E

Sage Advice #251 p. 24 (September 1998), Question: 16 🔗
What do the various types of armor mentioned in the Arms & Equipment Guide actually cost?
Spiked Leather: 30 gp
Drow Chain: 37,500 gp
Coin Scale: 120 gp + coins used (1,000 coins)
Dwarven Chain: 750 gp
Gnomish Workman's Leather: 50 gp
Elven Plate: 25,000 gp (protects like field plate—AC 2)
Sea Elf Scale: 6,000 gp
Attributes: 2E

Sage Advice #251 p. 24 (September 1998), Question: 17 🔗
The description for the fifth-level priest spell rainbow says the spell can produce seven arrows but lists only six colors. Is this a printing error? Isuspect so, especially given that a blue arrow would seem more fitting against aquatic creatures than a green arrow.
 Yes, it's a printing error in the fullcolor Player's Handbooks. Here are correct effects for the arrows:
Red: Fire dwellers/users and fire elementals.
Orange: Creatures or constructs of clay, sand, earth, stone, or similar materials, and earth elementals.
Yellow: Vegetable opponents, including fungus creatures, shambling mounds, treants, and the like.
Green: Aquatic creatures and water elementals.
Blue: Aerial creatures, electricity-using creatures, and air elementals.
Indigo: Acid- or poison-using creatures.
Violet: Metalic or regenerating creatures.
Attributes: 2E, Spell

Sage Advice #251 p. 26 (September 1998), Question: 18 🔗
What is the maximum speed that can be attained by an object moved by a telekinesis spell? Does the speed depend on the mass of the object? or do all objects move at constant speeds?
 An object moved with the fifth-level wizard spell telekinesis moves 20 feet a round, or at the speed of a missile (several hundred miles an hour), depending on how the caster chooses to use the spell. The object's mass has no effect on the speed, but the there's a limit on how much mass the caster can move. (See the spell description.)Attributes: 2E, Spell

Sage Advice #251 p. 26 (September 1998), Question: 19 🔗
I have a paladin who owns an enchanted suit of armor passed down to him from his late father. After a harrowing set of adventures and a close call with a rust monster, he decided it would be best leave the armor in his keep to avoid damaging a valuable heirloom. Does the heirloom armor fulfill his limit of owning only one suit of magical armor (even through though he never intends to use it again), or can he gain a new suit of enchanted armor without penalty?
 Any suit of armor the paladin owns counts toward the limit, even unused heirlooms. The character would have to give the armor to a relative, donate it to a museum, or otherwise divest himself of it before he could own another suit of magical armor.Attributes: 2E, Class

Sage Advice #251 p. 26 (September 1998), Question: 20 🔗
Is the damage from an owlbear's hug regular, lethal damage or temporary damage? That is, does hug damage have to be healed, or does most of it automatically return the way damage from a wrestling attack does?
 Hug or constriction damage from any monster is regular, lethal damage unless the monster description specifically says otherwise.Attributes: 2E

Sage Advice #251 p. 26 (September 1998), Question: 21 🔗
Here's a question that has plagued me for years. In every version of the AD&D 2nd edition game I can find, the rules say a hierophant druid gains four powers at 16th level; however only three are listed. What is the fourth power?
 The Unearthed Arcana tome, which introduced hierophant druids, listed the four abilities as: immunity to natural poison, extra longevity, vigorous health, and the ability to alter appearance. The current AD&D books list the same four abilities, but merge "vigorous health" and "longevity" into the same section, since vigorous health has no real game effect. The text introducing the power descriptions still mentions four powers, but that's an error since there are really only three.Attributes: 1E, 2E, Class

Skip Williams reports varied success in a somewhat druidical task as he tries to adapt his home gardening skills, honed in the Midwest, to the cool, wet climate of the Pacific Northwest.

Sage Advice #252, October 1998

This month, the Sage unravels some knotty magical problems for AD&D® game players.

Sage Advice #252 p. 20 (October 1998), Question: 1 🔗
Does a sha'ir's spell casting cause defiling on Athas? I suppose this would depend on whether the sha'ir's gen brought the power to cast the spell or just brought the spell.
 Spell casters who have not studied defiling function as preservers on Athas-thanks to the fairly structured manner in which they cast their spells. Wild mages, whose spellcasting powers are notoriously unstructured, are an exception. Any spell that causes a wild surge also causes defiling. There is nothing a wild mage can do about that, short of abandoning wild magic for preserving. (See Defilers and Preservers: The Wizards of Athas, page 29, for details.)
 In any case, gens only bring their sha'irs spells; any local conditions that govern spell casting or the effects of spells still apply to sha'irs when they cast their spells.
Attributes: 2E, Class

Sage Advice #252 p. 20 (October 1998), Question: 2 🔗
A wall of force is unaffected by many things. Can it be beaten down physically? If so, how much damage can it sustain?
 No purely physical attack can harm a wall of force.Attributes: 2E, Spell

Sage Advice #252 p. 20 (October 1998), Question: 3 🔗
A high Intelligence score makes a creature immune to illusions of a certain level. Is this based on the spell level or the level of the spell caster?
 It's based on the spell level as it appears on the wizard spell list.Comment: More clarification on high intelligence. Addition to #206 and #224Attributes: 2E, Spell, Invisibility

Sage Advice #252 p. 20 (October 1998), Question: 4 🔗
The witch kit from the Complete Wizard's Handbook allows characters to choose magical items for equipment, but only refers to items listed in the DUNGEON MASTER® Guide. What sorts of items from the ENCYCLOPEDIA MAGICA™ tome could a witch choose?
 Look at the random item tables in ENCYCLOPEDIA MAGICA Volume 4. A witch could start play with 1,500 gp worth of items from tables A, C, D, E, E, G, H, I, J, K, L, M, N, 0, P, and QAttributes: 2E, Class

Sage Advice #252 p. 20 (October 1998), Question: 5 🔗
I would like a copy of whatever you use to decide what level a spell is and such.
 Currently, the only such material in print (officially) is the discussion of spell research in Chapter 7 of the DMG.
 Check out "The Laws of Spell Design" in DRAGON Magazine #242 (December, 1997) for an excellent treatment of the subject.
Attributes: 2E

Sage Advice #252 p. 20 (October 1998), Question: 6 🔗
Antimagic shell blocks not only all magic but all psionics as well. However, what happens if a powerful psionicist uses the Subjective Reality power? Can a psionicist use Subjective Reality to ignore all wizardly magic and so ignore antimagic shell? Or would the antimagic shell act as a sort of island of reality within the psionicist's disbelief?
 Subjective Reality negates things only from the psionicist's perspective. For example, if a psionicist chose to ignore all wizardly magic, she ignores the effects of a lightning bolt spell, but her companions don't. In the case of antimagic shell, the psionicist's powers and items could function within the shell. Effects from the character's powers or items could even pass through the shell but still could not affect anything inside the shell. (For everyone else, the shell is still there protecting them.) For example, if the psionicist is within an antimagic shell, Subjective Reality would allow her to use the Death Field power, but the power could harm only creatures who were outside the antimagic shell.Attributes: 2E, Spell

Sage Advice #252 p. 20 (October 1998), Question: 7 🔗
Does a dual-classed or multiclassed fighter—say, a fighter/wizard—receive a saving throw vs. the chaos spell?
 Multiclassed or dual-classed characters receive no saving throws vs. chaos, except in the case of dual-classed fighter/enchanters, unless they're more powerful than the spell caster (see next question).Attributes: 2E, Spell, Class

Sage Advice #252 p. 20+22 (October 1998), Question: 8 🔗
Does the priest spell free action protect against the wizard spell chaos? If not, what spells would help against this over-powerful spell?
 No. Free action keeps the recipient from being trapped, slowed, or otherwise restricted in some physical manner. Chaos just messes up the recipient's head. Very little protects against a chaos spell. A chaos spell's area of effect cannot extend into an area protected by an antimagic shell. A scarab of protection allows anyone at least a slight chance of making a successful saving throw against the spell. Effects that shield the recipient's mind from attack can be effective. The mind blank spell, for example, provides complete protection.
 Note that unintelligent creatures (those with Intelligence scores of 4 or less) with no magical abilities, wizards specializing in the enchantment/charm school, and creatures with more levels or hit dice than the chaos caster always receive saving throws. Note also that creatures affected by a chaos spell are far from helpless. They can defend themselves normally if attacked and might well attack the spell caster or his party if they stray too close. Chaos is effective for deterring pursuit or distracting guards, but it does not guarantee victory in a fight.
Attributes: 2E, Spell

Sage Advice #252 p. 22 (October 1998), Question: 9 🔗
Does the third-level wizard or priest spell dispel magic do all of the three functions (dispelling spells and spell-like effects, disrupting spell casting, and rendering magical items inert) each time it is used? Let's imagine a character who has received a stoneskin spell, carries a ring of invisibility, a scroll of protection against fire, and is in the process of casting a magic missile spell. Let's say she's also standing in an area enchanted with Evard's black tentacles. If someone casts a dispel magic in the area, what happens? Must the caster specify the target of the spell? What happens to the magical items? And to the stoneskin spell? And Evard's black tentacles? And to the magic missile the character is right now casting?
 All three functions never happen at once. Dispel magic can be cast on a whole area, or on a single creature or object. If cast on an area, any spell or spell-like effect within that area is subject to dispelling. Attempts at spell casting are disrupted with the dispel magic's area of effect as well. Magical items and spell effects made permanent with the permanency spell are not subject to area dispels. Certain other effects (such as walls of force and antimagic shells) are not subject to dispel magic at all; check the individual spell descriptions to be sure.
 A dispel magic cast directly on an object affects only that object; there is no area of effect. A direct casting can dispel a permanent effect or render a magical item temporarily (1d4 rounds) nonmagical. Note that dispel magic can disrupt only one item or permanent effect a time.
 Your example specifies an area dispel, so the magical items remain unaffected. The magic missile spell is disrupted. The stoneskin and Evard's black tentacles effects could be dispelled; the dispel magic caster gets to roll against each of the two spells. If the dispel magic caster had decided to target the ring of invisibility, only the ring would be affected. In that case, there would be no roll to see if the ring stops functioning for 1d4 rounds, but the wearer could attempt a saving throw vs. spell to avoid the effect. See High-Level Campaigns, Chapter 3, for details.
Comment: Indicate the prefer method of the Sage to roll once for each effect described in #237Attributes: 2E, Spell, Dispel Magic

Sage Advice #252 p. 22 (October 1998), Question: 10 🔗
Can true dweomers be channeled into focal stones (from Volo's Guide to All Things Magical)?
 No. True dweomers cannot be held or stored.Attributes: 2E, Spell

Sage Advice #252 p. 22 (October 1998), Question: 11 🔗
The weighty chest spell from the Tome of Magic works on any non-living object no larger than a 5' cube, making the object weigh two to five times the weight of any person (other than caster) or creature touching it. The spell description gives no saving throw for the object. If the object is already in the possession of another creature (such as a weapon or a boot), does the object then get a save? If so, does the creature make the saving throw or does the item make a saving throw from the item saving throw table?
 Unattended items do not receive saving throws vs. weighty chest. The spell doesn't work if cast on an item already in a creature's possession.Attributes: 2E, Spell

Sage Advice #252 p. 22 (October 1998), Question: 12 🔗
Is there anything to stop wizards from summoning horses using the first-level mount spell and selling them to horse traders? Is there anything about a horse created with this spell that might warn
 A simple detect magic will reveal the presence of a spell. A successful use of the spellcraft proficiency also reveals that the mount was created with magic.
 Also, any horse trader who's been in the business more than a year or two probably will be on the lookout for mount spell scams. An experienced trader will insist on keeping any mount offered for sale at least 24 hours before paying up. Disreputable traders might disappear with the mounts from time to time, even when the mounts are the real thing.
Attributes: 2E, Spell

Sage Advice #252 p. 22 (October 1998), Question: 13 🔗
What happens when you cast feather fall on a flying creature or a propelled object?
 There's very little effect on a flying creature unless there's wind (such as a gust of wind spell) to push it around. The spell negates the effects of diving. The creature can still fly downward at its normal rate, but it loses any attack, damage, and movement bonuses it would otherwise gain from diving.
 A propelled object (such as an arrow) misses its target if subjected to feather fall.
Attributes: 2E, Spell

Sage Advice #252 p. 22 (October 1998), Question: 14 🔗
How does a ring of x-ray vision work? I mean, I have some problem dealing with the penalties it gives and how long the wearer can use it before losing Constitution. Is the Constitution loss permanent?
 Just note how often the character uses the ring. If it has been less than an hour since the last time the character has used the ring, the character loses one point of Constitution. If the character uses the ring twice in that same period of time, he loses two points of Constitution. Each full turn (10 minutes) of use counts as an extra use. That is, if a character spends 30 minutes continually scanning with the ring, that counts as three uses and three points of Constitution loss.
 As noted in the item description, Constitution loss is temporary. The character does not recover automatically. If the character does nothing but rest, he can recover two points of lost Constitution each day.
Attributes: 2E

Sage Advice #252 p. 24 (October 1998), Question: 15 🔗
After reading "Magic Resistance, Step By Step" in DRAGON Magazine #218, I conclude that the guards and wards spell is an in-place effect. Only some portions of the spell affect a creature directly. If a magic-resistant creature successfully rolls its magic resistance against the stinking cloud, web, or confusion effects of the spell, which affect it in a very direct manner, the whole spell collapses. Right? But nothing of this sort happens if a resistant creature doesn't see correctly due to the mist effect, for the mist affects only the air of the place. Right?
Guards and wards creates numerous in-place effects within its area; it is not a single in-place effect. A successful magic resistance roll, when it applies at all, applies only to the specific portion of the effect that triggered the roll. Stinking cloud and web are indeed in-place effects. If a magic resistance roll succeeds against one, only that particular web or stinking cloud collapses, leaving the rest of the guards and wards effect in place.
 You're right about the mist effect. It makes the air hard to see through, and conclude that the guards and wards magic resistance does not apply.
Attributes: 2E

Sage Advice #252 p. 24 (October 1998), Question: 16 🔗
A player character in my campaign launched a fireball at a succubus. Succubi are immune to fire. The player still demanded a knockdown die (from the Spells & Magic book). His logic: even if the target is immune to the fire, the force of the blast might knock her down. I agreed with that. Then the player (figuring he was a position to make the fireball really do something against the succubus) said since the fireball burns up air, the succubus might be dazed when all the air comes rushing in. (The character was a 14th-level mage, so the fireball was big). I said no. He went on about the light affecting her vision, the ground getting burned and her falling in, etc. Did I make the right call?
 A fireball produces almost no pressure, so there's no significant shock or blast. The effect certainly depletes oxygen, but the area would have to be very small—and airtight—for the effect to be at all noticeable. In any case, a fireball doesn't create a vacuum, nor does a fireball produce enough light to cause a daze effect—if it did, these effects would be listed in the spell description. In any case, fire immunity would also grant immunity to such special effects. (A knockdown still could happen, though.)
 Note that a 14th-level mage doesn't cast a "big" fireball. A fireball's size does not vary with the caster level. It also never inflicts more than 10d6 hp damage, no matter what the caster's level.
 Your example illustrates the perils of quoting rules during play. It spoils the mood and invites arguments. The next time something like that happens, don't say: "Succubi are immune to fire!" Just say the fireball goes of with a whoosh, leaving behind a slightly singed, slightly amused (or maybe slightly miffed) succubus. (Assuming, of course, that the character in question even knows he's facing a succubus; succubi don't exactly wear name tags that say "I'm a succubus, and I'm immune to fire.") Let the player figure out what's going on all by himself.
Attributes: 2E, Spell

Sage Advice #252 p. 24 (October 1998), Question: 17 🔗
Recently in a campaign, a PC came across two cursed rings. Now, to my knowledge, wearing two magical rings on the same hand cancels the effect of each ring. If a PC puts two cursed rings on one hand, what happens? Or if he puts a magical ring and a cursed ring on the same hand, what happens? Do the effects cancel out or not?
 The first cursed ring's effect isn't canceled, but the second cursed ring doesn't work either.Attributes: 2E

Sage Advice #252 p. 24 (October 1998), Question: 18 🔗
Can you suggest a limit on the number of insects a priest could control at once with the fourth-level spell giant insect? I realize a priest of 7th level or higher probably has better things to do than sit around casting this spell all day, but because of its permanent duration, he could amass a decent army in a few weeks (or at least enough to make the party fighter feel inadequate).
 There's no limit. The permanent duration, however, is an error. The correct duration for the spell is two rounds per caster level.Attributes: 2E, Spell

Sage Advice #252 p. 26 (October 1998), Question: 19 🔗
Page 17 of the Book of Chaos (from the Planes of Chaos boxed set) states that Elemental spells require access to the Inner Planes, so they don't function in the Abyss. Does this mean that any fire-based spell (such as a fireball) will not work or that only spells requiring a planar pathway to the inner plane (such as conjure fire elemental) will not work?
 The latter is the case. Invocation/Evocation spells such as fireball usually work fine in the Abyss.Attributes: 2E, Spell

Sage Advice #252 p. 26 (October 1998), Question: 20 🔗
Can a staff of the magi produce the reversed form of the enlarge spell? What about other wands, staves, and rods? Can they produce the reversed forms of whatever spell-like powers they have?
 No. Unless an item's description says otherwise, an item produces only one form of any power it has. For example, a staff of the magi can produce protection from evil or protection from good, but not darkness or reduce.Attributes: 2E

Sage Advice #252 p. 26 (October 1998), Question: 21 🔗
If someone casts heat metal spell on a blade coated with drow poison and the wielder continues to use the blade, will the searing heat from the spell destroy the poison? If so, in which round will the poison be completely destroyed?
 The DM is free to decide. I'd recommend that the poison boil or bake of when the blade reached searing heat (on the third round of the spell's effect).Attributes: 2E, Spell

Sage Advice #252 p. 26 (October 1998), Question: 22 🔗
If a wizard uses a potion of vitality, does that mean she can re-memorize spells whenever she wants?
Potions of vitality do not speed spell recovery. The potion makes sleep unnecessary, however, and the character can recover spells after any period of quiet rest, say six to eight hours. For example, the character could keep watch through the night and still get spells back in the morning, provided the night's rest was uneventful.Attributes: 2E, Class

Sage Advice #252 p. 26 (October 1998), Question: 23 🔗
Do ioun stones still float around the owner's face if the character lies down? If character is killed and falls to the ground do the ioun stones keep floating and functioning?
 This is up to the DM. Ioun stones must circle the user to be effective and they certainly can do so if the user is prone, supine, or dead. The stones don't necessarily float around the head. Many DMs assume they orbit the top of the head, like a halo. They could just as easily circle the chest.
 I know DMs who say that a dead character cannot "use" ioun stones, and that any stones orbiting the character stop and fall to the ground the moment the character expires. (They might also just hover in the air over the body.) Many DMs do not allow ioun stones to function while the user lies down. There's no rule at work here, just personal preference. The DM should decide how ioun stones work in his campaign and adjudicate their use accordingly.
Attributes: 2E

Skip Williams reports that he pronounces the word "ioun" as a single syllable "uwwn" (rhymes with "dune") which his gaming group back in the "old days" preferred over the more common two-syllable "EYE-oon." Skip confesses that he has no idea where the "uwwn" pronunciation came from but notes that old habits die hard.

Sage Advice #253, November 1998

This month, the Sage tackles diverse subjects from, the AD&D® game.

Sage Advice #253 p. 22 (November 1998), Question: 1 🔗
In both the DUNGEON MASTER® Guide and the ENCYCLOPEDIA MAGICA™ tome, the entries for magical manuals (which improve ability scores or boost levels for some characters) say that a reader retains information gleaned from them for three months and that it takes one month to gain the benefits. The descriptions for other magical books (librams and tomes) say it takes one month to gain the benefits but reveal nothing about duration of knowledge. Does this mean that magical manuals can be used three times before the knowledge is lost?
 No, it means that a reader must find the time to complete the one-month training period (no adventuring or other activity while training) within three months after reading the work. The rule applies to any magical manual, libram, or tome. Note that some effects from a magical book (such as damage or experience loss to a reader of the wrong class or alignment) occur immediately, no matter what the reader does.Attributes: 2E

Sage Advice #253 p. 22 (November 1998), Question: 2 🔗
Because there is a first-level priest spell invisibility to undead, some people have started claiming that the second-level wizard spell invisibility does not affect undead. There is a lot of "technical" evidence either way, but what is the intent? Are undead automatically immune to invisibility spells?
 No, undead are not automatically immune to invisibility. If they were, their descriptions would list that as a special ability. Undead "see" just as other creatures do. (I recommend normal human vision, plus infravision to 90 feet.) Note that invisibility to undead makes undead ignore the recipient so long as he or she does nothing hostile, which makes it better (in terms of concealment) than regular invisibility.Comment: Soft follow up to #194 about a similar topic about thief's Hide in Shadows and Undead.Attributes: 2E, Invisibility, Spell

Sage Advice #253 p. 22 (November 1998), Question: 3 🔗
Could a character be resurrected after being slain by a power word kill? A death spell is of much lower level and doesn't allow this possibility. For a ninth-level spell, power word kill is very restricted about its possible target. Also, it is possible to destroy outright a dracolich with this spell. If it can destroy forever such a powerful creature, why couldn't it so destroy a PC?
 Creatures killed with power word kill can be raised or resurrected. The spell kills without a saving throw, but not irrevocably. A dracolich's vulnerability to power word kill represents a special weakness of that particular creature, not a special property of the spell. Most undead, being dead already, ignore death effects.
 Note that any creature whose current hit points total 60 or less can be slain by power word kill. The sixth-level death spell slays victims irrevocably, but only if they have 8+3 hit dice or fewer. If that seems incongruous to you, I heartily recommend dropping the death spell's power to cause irrevocable death rather than extending the power to power word kill.
Attributes: 2E, Spell

Sage Advice #253 p. 22 (November 1998), Question: 4 🔗
The second-level priest spell silence 15' radius defeats the various power words and holy word, right?
 Yes and no. The various power word spells and the holy word spell have verbal components. Silence 15' radius prevents the use of verbal components within its area of effect.
 Once one of these spells has been successfully cast, however, they fill their normal areas of effect—magical silence (or deafness) notwithstanding. A creature does not have to hear one of these spells being spoken to be affected any more than a creature has to hear the verbal component of a fireball spell to be burned in the blast.
Attributes: 2E, Spell, Deafness, Silence

Sage Advice #253 p. 22 (November 1998), Question: 5 🔗
Just how many arrows can fit into a quiver? What about sheaf arrows? And how many bolts can fit in a bolt case?
 A quiver or bolt case holds 20 missiles of the appropriate type.Comment: This ruling is super annoying as arrows are listed in the PHB in bundles of 6 or 12. For Gold and Glory up this limit to 24 arrows or bolts, to easily fit the amount bought.Attributes: 2E

Sage Advice #253 p. 22 (November 1998), Question: 6 🔗
How many arrows can a bowyer/fletcher make in a day?
 If the character has a supply of arrowheads, she can make 1d6 arrows a day (see the bowyer/fletcher proficiency description in Chapter 5 of the Player's Handbook).Attributes: 2E

Sage Advice #253 p. 22 (November 1998), Question: 7 🔗
How many knives, daggers, or darts fit in a bandolier?
 I suggest six.Attributes: 2E

Sage Advice #253 p. 24 (November 1998), Question: 8 🔗
In the Player's Handbook page 43, it says a wizard spends his youth learning arcane languages, poring through old books, and practicing his spells. This would suggest that a wizard who can't read and write would be pretty worthless, yet I have seen players make wizard PCs who can't read or write in any language, and most DMs seem to overlook this. This would be like a warrior too weak to lift his own sword or a priest with no faith. Should a wizard either be required to take or assumed to have the reading/writing nonweapon proficiency or scribe secondary skill? Is there any way around this without giving a basic wizard another bonus or more requirements?
 Many DMs I know require wizards to take read/write proficiency in at least one language or give it to them for free. An illiterate wizard, however, is not impossible in the AD&D universe. The arcane symbols used to scribe magic constitute a sort of universal language all by themselves, just like modern musical notation. It's possible that a character could learn to read and write magic notation without ever learning to read or write anything else.Comment: Consistent with issue #148, #169, #216.Attributes: 2E, Class

Sage Advice #253 p. 24 (November 1998), Question: 9 🔗
What are the item saving throw numbers for the Rod of Seven Parts? I'd particularly like to know about a certain disintegration saving throw the Rod might have to make.
 The Rod usually doesn't need to make saving throws at all. However, for the particular saving throw you're asking about, the Rod saves as metal (saving throw number of 17 .vs disintegration). The DM can include the fully assembled Rod's +4 bonus if he likes.Attributes: 2E

Sage Advice #253 p. 24 (November 1998), Question: 10 🔗
What would be the modifiers to thieving abilities if you're wearing dragon hide armor?
 The same as for scale mail.Attributes: 2E, Class

Sage Advice #253 p. 24 (November 1998), Question: 11 🔗
Am I reading the description for the fifth-level wizard spell Mordenkainen's lucubration right? Any first-fifth level spell the wizard has used in the past 24 hours can be instantly recalled? Does that mean one could cast a wall of force (casting time 5) earlier in the day, then recast it with a casting time of 1?
 No, you're not reading the description correctly. A wall of force spell recalled through Mordenkainen's lucubration still has a casting time of 5. The spell has a study time (normally 10 minutes per spell level after a good night's sleep) of instant.Attributes: 2E, Spell

Sage Advice #253 p. 24 (November 1998), Question: 12 🔗
When a character casts a dispel magic spell on an area, can she choose which spell effect to dispel? Or must she must check for every spell effect working in the area?
 When dispel magic is cast as an area effect, all magic in the area must be checked (unless it is not subject to dispel magic in the first place, see "Sage Advice," issue #252 for details). Note that the dispel caster's own spells are dispelled automatically.Attributes: 2E, Spell, Dispel Magic

Sage Advice #253 p. 24 (November 1998), Question: 13 🔗
I have as mall problem with the subabilities (from the Skills & Powers book). When I adjust a low Strength I get some really weird results. For example, Strength 7, Stamina 9, Muscle 5. The character doesn't get tired carrying 35 lbs., but he can't even lift more than 25 (his maximum press rating). What suggestions do you have to help prevent or fix problems like this?
 You seem to have overlooked what "maximum press" means. The character can lift only 25 lbs. over his head, but he can carry 35 lbs. That is, the character can struggle into a backpack holding 35 lbs. of stuff and walk around with it, but he can't lift that same backpack over his head—sounds like some people I know.
 As a rule of thumb, assume that a character can lift a weight of about twice his maximum press rating to waist height, provided he can get a good grip, has plenty of time, and has good footing. The character cannot move carrying that much weight in his hands.
Attributes: 2E

Sage Advice #253 p. 24 (November 1998), Question: 14 🔗
If a wizard loses her spellbook, does the character retain enough memory of the spells to copy them into a new book? Or is she left with no spells? What about spells she has memorized? Surely the character would be able to copy memorized spells into a new spellbook. Just how does this work?
 The wizard must either find new copies and enter them into her spellbook or research new versions of her spells.
 I'm inclined to be indulgent toward player characters in this situation. I suggest allowing the character to memorize spells she already knows (has recorded in her spellbook) from another character's spell book. Since making magical notations is an art that allows for considerable variation from wizard to wizard, the character using the borrowed book should attempt a "chance to learn" roll (see Table 4 in the PHB). If the roll fails, the wizard fails to prepare the spell and cannot try again until the next day.
 I also suggest allowing wizards to recopy memorized spells into a new book. The process requires one day per spell level. The cost is 10 gp per page (each spell requires one page per spell level, plus 0 to 5 (1d6-1) extra pages).
Comment: Matches the time and pages required, written in the DMGAttributes: 2E, Class

Sage Advice #253 p. 24 (November 1998), Question: 15 🔗
I was told that the specialty priests of Mystra in the Faiths & Avatars book should have included elves but that they were left of in error. I checked the TSR webpage, but there was no errata section for this book.
 According to TSR's Julia Martin, you were told wrong. Mystra is a human deity, and her section in Faiths & Avatars was never intended to include elves. On the other hand, Julia also says Mystra has a handful of non-human specialty priests. Such characters are rare. They come to worship Mystra through some extraordinary event—such as a direct intervention by Mystra—in their lives.Attributes: 2E, Class

Sage Advice #253 p. 24+26 (November 1998), Question: 16 🔗
Say a paladin's mount is a giant eagle. Is it possible to put a ring of protection on the giant eagle? Are the claws too big, or can the enlarge spell do anything about that?
 A magical ring can be worn on anything that approximates a finger. Unfortunately, an eagle's claws are toes—not fingers. An enlarge spell can't do anything about that. I suppose one could enlarge a magical ring so it would fit on a really big finger, but that's usually only a temporary solution. (Enlarge can be made permanent.) If the enlarge was not made permanent, something dramatic, and maybe painful, might happen when the spell wore of.Attributes: 2E, Spell, Magic item size

Sage Advice #253 p. 26 (November 1998), Question: 17 🔗
During a battle, my mage cast a mirror image spell. Another mage had come from behind and cast a charm person spell. We were all confused about whether the charm person spell would directly affect the mage or one of the images. Would there be a random roll to determine if the spell hit an image or my character? Or would the spell just affect my character?
 A DM has two options here. First, treat any individually targeted effect as a melee or missile attack. Roll to see if the attack struck the wizard or an image. Effects targeted at images automatically fail. I don't like this option very much, but it fits the letter of the rules.
 I prefer the following: Assume a mirror image spell creates a distortion effect similar to that of a cloak of displacement. This would grant the mirror image user a +2 saving throw adjustment against spells such as charm person, but there would be no roll to see if such a spell would strike an image and be wasted. Note that a magic missile or any effect that requires an attack roll still might be targeted on an image and wasted.
Comment: The closest we ever get to know if a magic missle can remove one of the images created by a mirror image spell.Attributes: 2E, Spell, Charm

Sage Advice #253 p. 26 (November 1998), Question: 18 🔗
Some magical rings—such as wizardry, mammal control, and djinni summoning—are limited by the number of charges they have. However, the only ring that I've found that actually lists the number of charges is the ring of the ram, which has 6 to 10 charges. Is this a normal range?
 There's no typical range of charges for rings; several of these listings are simply erroneous. For example, a ring of wizardry works once a day—when a wizard prepares spells. When in doubt, it's better to set a daily use limit (I suggest 1 to 3 uses) than a charge limit. Attributes: 2E

Sage Advice #253 p. 26 (November 1998), Question: 19 🔗
I have a question about the rod of building from the ENCYCLOPEDIA MAGICA™ book. A character in my campaign wants to build a very large concentric castle using the rod. Exactly how much castle can the character build? How quickly can he build it? Certainly the keep would contain more stone than the outer wall. If I were to assign one charge per "object," then a large stone tower would cost the same amount of charges as a small stone tower. And using these same guidelines, making a large outer wall would be nearly impossible using the rod because each section of wall would have to be considered an object.
 The item description speaks of the structure being built in square feet per round. You might want to make that 10' cubes instead. Don't worry about how much stone the structure contains, just its total volume. (It takes as long for the rod to create a normal building as it does to create a solid pyramid of the same volume). Note that a rod of building, as described in ENCYCLOPEDIA MAGICA Volume 3,has no charges; it just builds things. If you were to assign it standard rod charges, I'd suggest you have it expend one charge for each day or hour of use (with a minimum of one charge per structure).Attributes: 2E

Sage Advice #253 p. 26 (November 1998), Question: 20 🔗
Does the fifth-level wild mage spell vortex affect creatures such as golems, undead, and so on as it does magical creatures? I figure yes. I'd expect a vortex's raw magical energy to disrupt and harm any such creature.
 I suggest DMs allow a vortex to damage extraplanar creatures, undead, and pretty much anything struck only by magical weapons. Creatures immune to normal weapons but subject to damage from special kinds of nonmagical weapons should not be vulnerable to a vortex unless they also fit into one of the other two categories. For example, a lycanthrope would not be vulnerable to a vortex, but a wight would. The damage inflicted should be 1d6 points per caster level. Golems are notoriously resistant to spell effects, including vortex, and suffer no damage from the spell.Attributes: 2E, Spell

Sage Advice #253 p. 26 (November 1998), Question: 21 🔗
If a mob of kobolds swarms over you, can you still shoot arrows at them? There is a rule that says you might hit your friends if you shoot into melee, but is there a rule against shooting a bow at an enemy attacking you in melee?
 The AD&D core rules don't include any specific rule against using a missile weapon in melee combat, but missile weapons don't work in melee combat. The "missing" rule should read something like this:
 If a character tries to use a missile weapon in melee, all his opponents get attacks of opportunity. The only exception is the first round of melee, in which a character with a missile weapon can make one normal missile attack as the opponents close in (provided they are in the character's field of fire as they close).
Attributes: 2E, Weapon, Ranged in melee

Sage Advice #253 p. 26 (November 1998), Question: 22 🔗
Let's say I have a big bag of holding, one with a 250-cubic-foot capacity. I have a little money, a sword, and not much other stuff. Because the bag is so big inside, getting things out could be a problem if I don't want to just dump everything out. My arms are not 10 to 20 feet long, so how do I get to my sword when 50 orcs are after me?
 A bag of holding has no power that lets a user quickly retrieve an object from its depths. There are any number of practical things the bag owner can do to keep the contents organized. The easiest approach is to keep the bag filled with something light and bulky, such as twigs or straw, and keep all the important stuff on top (within easy reach). The owner can just discard the packing material as he finds worthwhile things to place in the bag.Attributes: 2E

Skip Williams gives his basic advice for bag of holding owners ("Put the important stuff on top.") based on personal experience. Skip, who is an Eagle Scout and sometimes outdoorsman, notes—with a trace of chagrin—that even normal backpacks can seem enormous inside, especially when one has to root around in them after dark.

Sage Advice #254, December 1998

This month, the Sage considers some ins and outs of the AD&D® game's magic jar spell, then probes some mysteries arising from a few magical items and optional rules.

Sage Advice #254 p. 20 (December 1998), Question: 1 🔗
Say a character casts magic jar, enters the body of someone else, then destroys both her original body and the receptacle that holds the life force of the host body. Would the host body effectively be the caster's body? If the caster (in the host body) was killed, and a resurrection or raise dead attempt were made on the body, would the caster come back to the host body? If not, is there any way that the wizard can ever permanently claim the body as her own, so that magic could return her life force to the body in question?
 A magic jar spell allows a character to transfer her life force from her own body to the receptacle used in the spell, then from the receptacle to another body. If a host body is slain while a magic jar caster occupies it, the caster's life force must return to the receptacle. The caster dies along with the host body if the receptacle has been destroyed, is out of range, or is unavailable for any other reason. It makes no difference what happened to the caster's original body because, without the receptacle, the caster's life force cannot move to another body. Not even an amulet of life protection can save the caster's life.
 A magic jar user is never more than a squatter in the host body, and any number of things can dislodge her (see the next question). If a slain host body is brought back to life, the host's original life force is restored. If the original life force has been irrevocably slain (perhaps by being within a magic jar receptacle when it was destroyed), the attempt to bring the body back to life fails.
 It might be possible to lay permanent claim to a host body. A carefully worded wish might do the trick, though using a wish for this sort of bodysnatching is most unfair (almost as unfair as wishing the original occupant were dead). Such a wish exposes the user to whatever adverse consequences the DM can dream up. It certainly is possible to research a spell that allows permanent transfers of life force or to create a magical item to do so. Both of these options are likely to be difficult and dangerous to create and even more perilous to use. Powerful spellcasting characters are best advised to use clone spells, potions of longevity, and the like to keep themselves healthy rather than looking for new bodies to steal.
Attributes: 2E, Spell

Sage Advice #254 p. 20+22 (December 1998), Question: 2 🔗
Suppose a character uses a magic jar spell to take over another body and decides to stay awhile. Can the character avoid the nasty side effects of casting certain spells, like the unnatural aging from a casting a wish or Constitution loss from casting permanency, just by switching bodies? Are there any special restrictions that apply to the character when occupying a host?
 The side effects from casting a difficult spell represent damage to a character's whole being, not just his body. Such penalties stick with him wherever he goes, even when they seem purely physical. For example, if a character "borrows" a body and then casts a permanency spell, he'll find that any body he occupies suffers the Constitution loss.
 Any number of special restrictions might apply to a character in a host body. If the body is fairly similar to the character's own body, he probably won't notice anything unusual right away.
 If the host body is the same general type but much larger or smaller, the character might find himself a trifle uncoordinated or confused at first. Even fairly routine activities, such as eating or getting dressed, might take a little longer. Complex activities, such as spellcasting, might require a Dexterity or Wisdom check (or both) at a substantial penalty.
 If the host body is significantly different (say a human occupying a centaur's body). The character might suffer a movement penalty and be unable to perform any complex task. In a short time, such a character might become incapacitated thanks to the cumulative effects of too many minor accidents, improper diet, insufficient rest, and a host of other problems. In any case, the character must spend some time (and maybe even a proficiency slot), learning how to use and take proper care of the host.
 No matter what type of host body the caster invades, he'll have to be wary of spells such as dispel magic and dispel evil, which can drive him from the host body. The character/host counts as an enchanted creature for purposes of spells such as protection from evil and antimagic shell and wil find himself hedged out by these effects. The character radiates Enchantment/Charm magic, and spells such as detect magic and detect charm reveal this. A true seeing spell reveals the caster's life force. The DM is free to decide exactly what the spell reveals; true seeing might simply detect an odd ripple in the host's aura, or it might show the invading character's visage superimposed on the host.
Attributes: 2E, Spell, Dispel Magic, Magical aging

Sage Advice #254 p. 22 (December 1998), Question: 3 🔗
The newest psionics rules (from the revised DARK SUN® box and the Skills & Powers book) change Contact from a power to a proficiency. What happens to the Passive Contact power (from The Wil and the Way)? Is it still a devotion, or does it also become a proficiency? If Passive Contact is made permanent through the Psychic Surgery power, how is the cost for Passive Contact paid?
 Passive Contact is still a power; a psionicist uses it by establishing contact, then successfully beating Passive Contact's MAC (I suggest 9). Thereafter, the psionicist who initiated the power pays 1 PSP per hour to maintain the contact.
 If Passive Contact is made permanent with Psychic Surgery, there is no PSP cost for using it (but the surgery itself has a cost based on the target's level).
Attributes: 2E

Sage Advice #254 p. 22 (December 1998), Question: 4 🔗
I'm using the rules for making armor and weapons from the Complete Fighter's Handbook. How do I find the number of apprentices and overseers it takes to forge the different types of armor introduced in the Combat & Tactics book? Also, how do I figure out what it takes to make only a piece of armor? For example, how much does it cost to replace the plate mail arm a fighter lost from an ogre's critical hit?
 Pages 6 and 7 of the Complete Fighter's Handbook explain how to calculate building times for new armor types. Just start reading under the Time to Craft Armor heading. To calculate the time and cost for a piece of armor, find (or figure) the total cost for the suit and multiply by the ratio of the piece weight over the full weight. For example, a chain mail arm weighs 4 lbs., and chain mail's total weight is 40 lbs. (40 ÷ 4= 10), so the cost is about 3.8 gp (round up to 4), and it takes about 2 apprentice days to make.Attributes: 2E

Sage Advice #254 p. 22 (December 1998), Question: 5 🔗
The Tome of Magic says a wild mage has a 50% chance of controlling a wand of wonder, allowing her to use charges from the wand (one charge per level of the spell being cast) to cast any spell she already knows. When a character does this, what level do you use for the level variations table? The caster's true level, or 6th (wand) level? What is the initiative modifier for a spell cast this way? If the spell allows a saving throw, which column on the saving throw table do you use?
 For the level variations table, use 6th level or the caster's level, whichever is lower.
 Use the normal casting time (and initiative modifier) for the spell.
 Use the wand column on the saving throw table unless the saving throw priority rule (see PHB, Chapter 9) specifies a different one.
Attributes: 2E, Class

Sage Advice #254 p. 22 (December 1998), Question: 6 🔗
The material about equipment damage from page 129 of the Spells & Magic book says there's no need to check every piece of equipment of the character if he suffers a critical strike from a spell; one just has to roll saves for items on the location struck. Fine for me, but if a character fails his saving throw vs. an area-effect spell, say fireball, without suffering a critical strike, which pieces of his equipment will have to make item saving throws?
 Just use Table 74 from Spells & Magic whenever someone fails a save vs. a whole-body attack (such as a fireball) even if no critical strike occurs. The table gives the number of locations the attack affects the most strongly. Roll item saves only for the locations actually "struck." This approach has the virtue of saving time during play, even if it doesn't mesh with the general rule for item saving throws in the PHB.Attributes: 2E, Spell

Sage Advice #254 p. 22+24 (December 1998), Question: 7 🔗
The description of the staff of the serpent (python) leaves me with four burning questions. First, what is the staff's THAC0 when it is trying to attack? Second, it says a victim who is hit is trapped until he dies or the python is dead. Does this mean the person cannot break out? If the trapped creature can break out, should I use one of the procedures from the snake entries in the MONSTROUS MANUAL® book to resolve the attempt? Third, how does the staff work when the opponent can be hit only by magical weapons? What happens to the staff's ability to hit these types of opponents when it's taken into the planes? Finally, when the staff becomes a python, can an animal growth spell still affect it?
 When using the staff as a weapon, use the wielder's THAC0. When thrown to the ground, treat the staff as a creature with 10 hit dice (THAC0 11).
 When the staff twines itself around a creature, the only way to break free is to destroy the staff (a creature can't just unwrap itself as it could with a real snake). The entwined victim cannot move and is treated as a grappled opponent (see PHB, Chapter 9).
 In the hands of a character, the staff is a +2 weapon. The bonus is subject to the rules on planar location (which are neatly summed up on page 1 of the Planewalker's Handbook). In python form, the staff functions as a +4 weapon with regard to the creatures it can hit, thanks to its 10 hit dice (see Table 48 in the DMG). This is not subject to planar distance.
 When in python form, the staff is a creature, and spells affect it accordingly. Whether the staff is an "animal," and subject to an animal growth spell, or a monster is up to your DM. I'd suggest treating it as a normal, albeit large and strong, snake (and subject to animal growth and any other spell that affects snakes).
Attributes: 2E, Spell

Sage Advice #254 p. 24 (December 1998), Question: 8 🔗
I'd like to use the new proficiencies from both the Guide to the Astral Plane and Charlemagne's Paladins. Neither of these books lists costs or relevant skills for the proficiencies. Also what would these proficiencies look like under the proficiency system in the Skills & Powers book?
 The information on the proficiencies appears in Table 1, below.
 Note that Astral combat requires a roll only if the character tries to maneuver for advantage. Most of the time, the skill simply negates the normal penalties for Astral combat (-2 to missile attacks). Likewise, Astral running boosts the character's movement rate in the Astral Plane to six times his Intelligence score (maximum of 96).
Table 1: Proficiency Summary
Proficiency Group* Cost
(Slots/CPs)
Relevant
Ability
Ability Modifier/
Initial Rating
Astral Combat W, R 2/5 Intelligence/Reason 0/8
Astral Navigation W, Wi, P 2/4 Intelligence/Reason -2/6
Astral Running G 1/2 Intelligence/Reason —/—
Astral Tracking W 2/4 Wisdom/Intuition 0/8
Project Thoughts G 2/4 Intelligence/Reason -2/6
Read Spellshadow Wi 1/3 Intelligence/Reason -2/6
Sense Emotion G 1/3 Wisdom/Intuition -1/7
Stewardship G 1/2 Wsidom/Intuition 0/8
Statecraft G 1/2 Charisma/Leadership 0/8

* W=Warrior, R=Rogue, Wi=Wizard, P=Priest, G=General
Attributes: 2E

Sage Advice #254 p. 24 (December 1998), Question: 9 🔗
Can a detect magic spell help locate an invisible foe? If so, what sort of effect will be visible to the caster?
 A detect magic spell picks up any magical aura in its area of effect a 10' path that can be used to scan a 60-degree are each round). The spell might indicate the invisibility effect itself (if it is magical) or a spell effect or magical item the invisible creature carries. Since the detect magic caster cannot see the subject, she sees nothing. The caster knows, however, that there's something magical somewhere in spell's area of effect.
 The spellcaster could move around and try to determine the creature's exact location, but if the invisible foe is on the move, too, the effort probably won't yield any useful results.
Comment: Repeat of #213Attributes: 2E, Spell, Invisibility

Sage Advice #254 p. 24 (December 1998), Question: 10 🔗
If a psionicist is feebleminded, do any powers that he is currently maintaining shut off? If so, this would prove quite dangerous to a psionicist who had absorbed a large amount of damage with Kinetic Control.
 A feeblemind spell reduces the recipient to the mentality of a moronic child. The recipient can move, communicate in a simple fashion, eat if provided with food), and sleep and that's pretty much it. Using psionic powers even maintaining them—is beyond the recipient's mental capacity until the feeblemind effect is removed. A power being maintained stops working at the beginning of the first round in which the maintenance cost is not paid.Attributes: 2E, Spell

Sage Advice #254 p. 24 (December 1998), Question: 11 🔗
Table 10 in the Complete Book of Humanoids says a pixie character's base starting age is 100 years, with a variable of 5d6 years. Table 11 (on the same page) says that middle age for pixies is 100 years. Do all pixies start at middle age? If so, do they receive the additional +1 to Intelligence and Wisdom and -1 to Strength and Constitution for being middle aged?
 The pixie listing on Table 10 is wrong. The correct starting age for a pixie PC is 25 + 5d6 years.
 I'm inclined to suggest not adjusting a character's ability scores for age when a character starts play. Your DM might have other ideas, however.
Attributes: 2E, Race

Skip Williams is fond of telling people he's older than he looks, which may or may not have influenced his answer to this month's closing question.

Sage Advice #255, January 1999

The Sage considers diverse topics this month, from breathing and spellcasting underwater to what characters can accomplish with called shots. The Sage also takes a brief side trip to the universe of the ALTERNITY® game.

Sage Advice #255 p. 24 (January 1999), Question: 1 🔗
If a character changes into a sahuagin (or another water-breathing humanoid) with a polymorph self or shapechange spell, she can breathe underwater. Can the character also cast spells or use scrolls underwater?
 Assuming a water-breathing form (or using a water breathing spell) doesn't allow a character to cast spells underwater. The character must be able to move and speak freely. Even if the character assumes a form adapted to water, she will still have some trouble completing the gestures (somatic components) required for spellcasting. Even worse, a land-dwelling character's vocal apparatus won't allow the character to speak underwater (a must for spells with verbal components), even if the character has the means to breathe water. To cast spells, a character needs a free action effect (to allow speech) in addition to some mode of breathing. Certain effects, such as airy water or a helm of underwater action, allow breathing and speaking.
 In any case, scrolls don't work well underwater—they're ruined if they get soaking wet.
 For a detailed examination of underwater spellcasting and the attendant difficulties, see Of Ships and the Sea, Chapter .7
Attributes: 2E, Spell, Scroll

Sage Advice #255 p. 24 (January 1999), Question: 2 🔗
Ghul lords, from the Complete Sha'ir's Handbook, have an ability called manipulation. What is a manipulation exactly? How is it learned?
 A manipulation is a special skill that converts the ghul lord's life energy into a spell-like effect. Any time a ghul lord uses a manipulation, he expends points (one hit point per level of the manipulation).
 Manipulations are special nonweapon proficiencies available only to ghul lords. At 1st level, a ghul lord can know one or two manipulations from the list on page 60 of the Complete Sha'ir's Handbook. Each manipulation requires one proficiency slot. Thereafter, the ghul lord can automatically learn another manipulation whenever the character gains another nonweapon proficiency by spending the slot on a manipulation.
Attributes: 2E, Class

Sage Advice #255 p. 24 (January 1999), Question: 3 🔗
When a ghul lord uses a manipulation, how do you determine the manipulation's level for purposes of its cost in hit points? How about for purposes of dispelling the effect? Can a manipulation be dispelled?
 A manipulation's "level" in terms of cost is equal to the level of the spell it simulates. For example, a travel manipulation that allows the ghul lord to fly would be similar to the 3rd-level fly spell, and the ghul lord would suffer 3 points fo damage for using it. For purposes of dispel magic (and for any level-based variable the manipulation might have), use the ghul lord's level.
 A magical effect created through manipulations can be dispelled just as any other effect can (but see next question).
Attributes: 2E, Dispel Magic

Sage Advice #255 p. 24-25 (January 1999), Question: 4 🔗
A ghul lord's manipulations usually explode when they come into contact with normal magic. What about spells such as dispel magic and antimagic shell? What about magical items such as a ring of protection?
 Spells and spell-like effects create explosions when interacting with manipulations. Magical bonuses, breath weapons, and other magical abilities do not. An antimagic shell suppresses manipulations and dampens out any explosions they might cause. Technically, a dispel magic spell should cause an explosion if its area of effect overlaps a manipulation. I suggest, however, that you roll for a successful dispel first. If the dispel succeeds, the manipulation is removed and there is no explosion. If the dispel fails, there is an explosion.Attributes: 2E, Spell, Dispel Magic

Sage Advice #255 p. 25 (January 1999), Question: 5 🔗
A detect magic spell's area of effect is a path that begins at the caster and extends out 60 feet. A caster who determines he existence of magic on a ghul lord who was using a manipulation would pretty much explode when his detect magic spell interacts with the ghul lord's magic, right?
 Possibly, but probably not. An explosion occurs only where the two spell effects overlap—not throughout both areas of effect. For example, if a character using a detect magic spell was 40 feet away from a ghul lord who had used a manipulation to create a protection from good effect, only the ghul lord would be caught in the resulting explosion, because the protection from good spell's area of effect (a 3'-radius around the caster) isn't big enough to include the other character.Attributes: 2E, Spell

Sage Advice #255 p. 25 (January 1999), Question: 6 🔗
The 5th-level Priest spell crown of flame from the Planewalker's Handbook says the spell creates a blazingly hot beacon of the powers of good, burning all innately evil creatures within 10 feet. This sounds like a great spell, except for one thing: most denizens of the Lower Planes are either resistant or totally immune to fire. Does fire resistance or immunity work against the effects of this otherwise wonderful spell?
 The "flame" from crown of flame is not fire at all, but divine energy. It burns any innately evil creature (fiend, undead, evil spirit, or evil faerie) that comes within 10 feet of the caster. No sort of immunity to heat or fire stops the effect, but magic resistance applies.Attributes: 2E, Spell

Sage Advice #255 p. 25 (January 1999), Question: 7 🔗
How does a character use protective circles? One of my characters has just found one. What does he do with it?
 If the CP is smart, nothing. Protective circles aer used in the summoning and binding of powerful extra-planar creatures. This is an endeavor that usually works out poorly for any mortal foolish enough to try it (especially when using a protective circle of unknown origins).
 If you're still curious, check out the description for the 6th-level Wizard spell ensnarement in the PHB.
Attributes: 2E

Sage Advice #255 p. 25 (January 1999), Question: 8 🔗
If a spellcaster casts a spell with a long duration (the Priest spell call lightning, for example), are the spell's range and area of effect fixed from the point where the spell is cast, or do they move with the caster?
 A spell's range is usually measured from the caster to the spell's target at the time when the effect is released.
 In the case of call lightning, treat each bolt called as a separate spell. The range is the maximum distance between the caster and the target point for any bolt of lightning called with the spell. It does not matter how far the caster has moved from the place where she first cast the spell, so long as there is still a storm overhead.
Attributes: 2E, Spell

Sage Advice #255 p. 25 (January 1999), Question: 9 🔗
Can the area of effect be moved about within the range of the spell? For example, if a Wizard casts a spectral force of a dragon (assuming a dragon small enough to fit in the area of effect), can the dragon then leave the area of effect, provided that it stays within the range of the spell? If the caster moves, does the area of effect move?
 Except in a very few cases, a spell's area of effect is fixed once a spell has been cast. (Call lightning is one of the exceptions because it produces a number of different bolts of lightning over time.) While an illusory creature can move about inside the spell's area of effect, it cannot leave the area of effect, nor can the area of effect move.Attributes: 2E, Spell

Sage Advice #255 p. 25 (January 1999), Question: 10 🔗
Do PCs have to spend a weapon proficiency slot on rods to use the various rods effectively in combat? If so, that would be very costly to all the classes except warriors (who already have a variety of weapons available). I know some rods are like weapons, and their descriptions say what weapon they are like, but others don't. And what about speed factors?
 Generally, a rod works just as a staff in combat, and one can use a Staff proficiency and speed factor to use a rod. If a rod simulates a particular type of weapon, you use the proficiency and speed factor for that weapon. For example, there's no rod of lordly might weapon proficiency. One uses a Mace, Sword, Axe, or Spear proficiency and speed factor (minus any magical adjustments) when using the item in combat.Attributes: 2E

Sage Advice #255 p. 25 (January 1999), Question: 11 🔗
If a character has a longbow and is entitled to three attacks per round, how many called shots can that character attempt each round?
 Every shot the character takes can be a called shot, but the DM might choose to set a limit. When a character attempts a called shot, remember to apply both the attack penalty (-4) and the initiative penalty (+1).Attributes: 2E

Sage Advice #255 p. 25 (January 1999), Question: 12 🔗
Can the trick shot described in The Complete Book of Elves be used as a called shot? That is, can an elven archer use his trick shot bonus to negate the attack penalties for a called shot?
 No. The trick shooting bonus applies to the trick shots described in Chapter 9 of The Complete Book of Elves (broken charge shot, hanging tree shot, etc.), not to called shots.Attributes: 2E, Class

Sage Advice #255 p. 25-26 (January 1999), Question: 13 🔗
Is it possible to disable an opponent by making a called shot to put an arrow in his sword arm, thus making it unusable?
 Not under the standard AD&D® game rules. If you have some kind of disarming rules in play (both The Complete Fighter's Handbook and the Combat & Tactics books have such rules), you might be able to make the character drop his weapon; just treat the shot as disarm attempt. If you're using the critical hit rules from the Combat & Tactics book, it is indeed possible to render a limb useless with a called shot.Attributes: 2E

Sage Advice #255 p. 26 (January 1999), Question: 14 🔗
What are the characteristics of an elven bow? I found it among the equipment listed in the Skills & Powers book, but there is no description.
 An elven bow costs 150 gp and weighs 8 lbs. It can be any type of bow in the AD&D game (but not a crossbow) and can function as a club or staff (Dmg 1d6/1d3). See The Complete Bok of Elves for details.Attributes: 2E

Sage Advice #255 p. 26 (January 1999), Question: 15 🔗
Can a Thief throw an additional dagger each round by using a second hand, as can be done with melee attacks? What about larger things such as bolas and javelins? Can a specialist pull this of?
 No, you can't use the two-weapon rule to increase your missile rate of fire, or can you use multiple attacks from class and level. Missile specialists can receive higher rates of fire, depending on which set of specialization rules you use. Check out Chapter 4 of the Combat & Tactics book (pages 74-75).Attributes: 2E

Sage Advice #255 p. 26 (January 1999), Question: 16 🔗
What is required to set an ambush? How do you spot an ambush?
 The basic requirements for an ambush ear a place to hide and the ability to see the party you're trying to ambush before they see you. The DM has to decide when an ambush works. (It's strictly a judgment call.) If it works, the target does not detect it unless specifically looking in the right place. I suggest a saving throw vs. petrification at a -2 penalty (but Wisdom bonuses apply).Comment: Sort of follow up on #214Attributes: 2E

Skip Williams notes that a well-laid ambush can be a wonderful thing. He also adds that a good ambush is much easier to appreciate when one is doing the ambushing, which may explain why he spends more time behind the DM screen than at the players' end of the table.

Sage Advice #256, February 1999

This month, the Sage revisits some old advice, offers fresh advice on followers and various spells from the AD&D® game, then takes another side trip into the ALTERNITY® game universe.

Sage Advice #256 p. 26 (February 1999), Question: 1 🔗
In issue #253, you said that the holy word spell and the various power word spells fill their entire areas of effect without regard to magical silence. Does this mean that these spells penetrate other types of barriers, too? Doesn't the description for the holy word spell state that the spell's secondary effects are disrupted by deafness or silence?
 Solid barriers of any type block these spells, just as they block any other spell effect.
 The secondary effects from a holy word spell (the ones shown on the table on the spell description) are indeed negated by silence or deafness. The spell's primary effect—driving extra-planar creatures off the caster's home plane and back to their own home planes—is not.
Comment: follow up on #253Attributes: 2E, Spell, Deafness, Silence

Sage Advice #256 p. 26 (February 1999), Question: 2 🔗
Can followers advance in levels? If so, how much experience do they earn? If followers can earn experience, does that make them PCs or NPCs?
 Followers can earn experience and gain levels if they have character classes. They earn experience at half the normal rate, just as henchmen do.
 Followers are NPCs just as henchmen are. It's usually a good idea to let players run their characters' followers. As the DM you're free to override a player's decision regarding a follower's action, especially when a player declares that a follower does something a PC probably wouldn't (such as sacrifice herself to save the player's favorite character). When in doubt about how a follower would act, refer to the loyalty and morale rules in Chapter 12 of the DMG.
Attributes: 2E

Sage Advice #256 p. 26 (February 1999), Question: 3 🔗
What is the proper way to apply the spell moonweb (from Faiths & Avatars)? I understand its use on doors and windows, and that seems reasonable; however, the description says it can be cast on people as well. Can the recipient move and fight while under the protection of the moonweb and be invulnerable to weapons and most spells? Can the person see out of the moonweb?
 Since beings in the protected area can se through the moonweb, it would seem that a creature that has received the spell would see through it, too. The creature could also move freely, as it constitutes the "protected area." On the other hand, a moonweb reflects any spell effect or attack that tries to pass through it. That applies in both directions. If a creature tries to launch an attack after receiving a moonweb spell, it just winds up attacking itself.Attributes: 2E, Spell

Sage Advice #256 p. 26 (February 1999), Question: 4 🔗
How many times can a teratism spell (from issue #237) be cast on an animal?
 I recommend once—or once per feature changed (for example, one spell to change color, one to add sound, one to change skin).Attributes: 2E, Spell

Sage Advice #256 p. 26 (February 1999), Question: 5 🔗
If an animal has been subject to a teratism I spell, can teratism II be used on the same animal?
 Only to alter a feature not already altered by teratism I (and then only if you've taken the second option outlined above).Attributes: 2E, Spell

Sage Advice #256 p. 26 (February 1999), Question: 6 🔗
What are some reasonable limits to impose on teratism spells?
 The spell descriptions set some reasonably strict ones. Just don't allow anything more radical than the examples given in the descriptions.Attributes: 2E, Spell

Sage Advice #256 p. 26 (February 1999), Question: 7 🔗
If a character is hit with a polymorph other spell and transformed into a duck or something, can the other characters cast teratism spells on it?
 Only if the character has assumed a duck's mentality. Before that, the character might walk like a duck and quack like a duck, but he's not really a duck.Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 8 🔗
Can teratism be dispelled?
 Yes.Attributes: 2E, Spell, Dispel Magic

Sage Advice #256 p. 27 (February 1999), Question: 9 🔗
The 9th-level Wizard spell wildfire allows the caster to create the effect of any Wizard spell of 8th level or lower. The Wizard need only have general knowledge of the spell and its effects; the spell need not be in the Wizard's own spellbooks. Are there any drawbacks, besides the possibility of a wild surge, to casting a wildfire spell? For example, could a character use it to cast a permanency spell and avoid the loss of a point of Constitution? How specific should this "general knowledge" be? Having it described to the wildfire caster? Having read about it somewhere? Having witnessed it in action?
 In the case of a wildfire spell, when one creates a spell effect, one creates its side effects, too. If a Wizard creates a permanency effect through wildfire, the character loses a point of Constitution. If the Wizard uses wildfire to cast limited wish, the Wizard ages.
 The DM must decide what "general knowledge" means. I suggest that any spell listed in The Wizard's Spell Compendium as "common" should be known to the caster well enough to duplicate with wildfire. Otherwise, the character needs to study a spell in a scroll or book or have witnessed it being cast before she can use wildfire to duplicate the effect.
Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 10 🔗
How loosely should the term "animal" or "normal creature" be defined? Obviously many fantastic creatures in various settings are "normal" to those settings. But perhaps all fantasy creatures should be excluded.
 Here's the general rule of thumb I use: If it didn't exist on the planet earth in historical times, it isn't an "animal" or "normal." (Dinosaurs are not animals.)
 In many cases, it seems reasonable to make an exception for any creature that has no magical abilities and an Intelligence rating of "low" or less, particularly if the creature fills an ecological niche that a real earth animal normally would occupy. For example, the calot, banth, and thoat of Barsoom and the kank of Athas could be considered animals, especially when encountered on their home worlds.
Attributes: 2E

Sage Advice #256 p. 27 (February 1999), Question: 11 🔗
Say there is a room full of clay golems. A character casts a wall of stone spell, effectively filling the entire room with stone. The spell description illustrates that the stone actually comes out of the ground and rises up. Would the wall crush the golems against the ceiling or surround the golems with stone (like water)? If neither, what would happen?
 I find nothing in the spell description that implies that the stone rises up from the ground, but it sounds like a reasonable bit of DM-supplied color to me.
 As a general rule, one cannot crush or displace an opponent with any wall spell (though you can place a wall so it falls over after it appears, perhaps crushing anything beneath it).
 In the case you describe, the caster must shape the wall of stone to allow space for the golems; the spell fails if the caster does not do so. The golems receive saving throws vs. spell to avoid being trapped inside the wall.
Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 12 🔗
If character who has cast a mirror image spell casts a fly spell, will his images fly as he does?
 Yes, they fly exactly as the caster does. That is, the images continue to shift around within a 6' radius of the caster, even while the caster flies through the air. The images do not gain the power of independent flight from the fly spell.Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 13 🔗
Can a character use a phantasmal force spell to create a limited form of invisibility by simply producing the illusion of the space she is in without herself in it? Can the higher-level illusion spells be used in essentially the same way to eliminate any sounds or heat that the character's presence generates?
 In a word, no. As "Sage Advice" has pointed out before, a character can create an illusory object and hide behind it, but she cannot disappear (except with aspell such as invisibility, whose description specifically allows the recipient to disappear). Likewise, a character can create illusory sounds to mask her own but cannot eliminate her own sounds.Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 14 🔗
When a character uses an illusion spell to create a creature (let's say, a dragon) that attacks an opponent, and the opponent fights back, what is the Armor Class of the illusion? I realize that the caster can manipulate the illusion to look like it has taken damage, but how does one determine if it is hit at all?
 I suggest you use the illusory creature's actual Armor Class, penalized a point or three; perhaps a +3 penalty for the 1st-level phantasmal force spell, +2 for the 2nd-level improved phantasmal force, and so on.Attributes: 2E, Spell

Sage Advice #256 p. 27 (February 1999), Question: 15 🔗
When the caster elects to stop concentrating on an illusion, does he program the illusion to continue in its course of action? For instance, can the caster command the illusion to keep attacking for 2 rounds while the caster does something else, or does the illusion just sit there, static?
 You need an advanced illusion spell or a programmed illusion spell to create an illusion that acts independently of the caster. Very simple actions are okay for an unattended illusion (marching, circling, eating), but nothing as complex as combat.Attributes: 2E, Spell

Sage Advice #256 p. 27-28 (February 1999), Question: 16 🔗
Please help me with this before I kill my fellow player characters. Is the damage caused by a fire shield spell fire damage? How do a ring of fire resistance and other types of fire immunity react to the heat version of this spell and vice-versa for the cold version? I have always thought that fire resistance of any kind would factor in to the damage, but others say that since the spell doesn't specifically state fire damage that it is not fire damage.
 Well, try "killing" the argument with this: If the caster chooses the warm version of the spell, it causes magical fire damage. If the caster chooses the chill version of the spell, it causes magical cold damage.
 For some forms of fire or cold protection, you'll need to know how many dice of damage the fire shield spell inflicted. The number of dice is always the same as the number of dice in the attack that triggered the damage.
Attributes: 2E, Spell

Sage Advice #256 p. 28+30 (February 1999), Question: 17 🔗
What is the effect of blindness, deafness, or invisibility on chances to surprise and be surprised, initiative, attack rolls, Armor Class, saving throws, movement rate, and spell failure?
 You can get most of this information from Tables 57 and 72 in the DMG.
 Table 57 gives surprise modifiers. If a character is deaf, all foes are effectively silenced (-2 surprise modifier for the deafened character). Invisibility has its own line on the table.
 Table 72 gives movement and combat modifiers for darkness. Characters who are blind function exactly as if operating in total darkness.
Invisibility has a similar effect to total darkness. Attacks against invisible characters suffer a -4 penalty. Some DMs I know also penalize the defender's AC by 4 when attacked by an invisible opponent, but that's strictly a house rule.
 Spellcasters must see their targets to cast spells, so blindness pretty much shuts down a spellcaster. Though the rules on spellcasting (see the Notes on Spells section in Appendix 2 of the PH) don't say so, I recommend excluding spells with a range of "touch" or "0" from the see-the-target requirement. In the case of a touch spell, the caster must still make an attack roll at a -4 penalty to touch an opponent he cannot see.
 Invisible creatures are effectively immune to spells that must be targeted on them. Note that it's certainly possible to catch an invisible creature in a spell effect that fills an entire area—if the caster can see the spell's target point, he does not need to see anything else. Many DMs allow spellcasters to target invisible creatures when the characters know the creature's approximate location but cannot actually see it. For example, if an invisible creature leaves visible footprints, a character might surmise the creature's location and fire off a spell. In such a case, the invisible creature should receive a +4 saving throw bonus.
 Deafness of any kind causes any spell with a verbal component to fail at least 20% of the time. Some forms of magical deafness, such as holy word, impose a higher spell failure chance.
Comment: Holy word deafness repeated from #150. Sadly there is no mention of the initiative penalty for the priest spells cause blindness or deafness. The +4 to saves for invisible creatures aligns with what is written in the improved invisibility spell.Attributes: 2E, Blindness, Deafness, Silence, Invisibility, Touch spells

Sage Advice #256 p. 30 (February 1999), Question: 18 🔗
Does a spell's reverse effect act exactly as the printed spell unless stated specifically in the spell description? For example, the reverse of detect lie has a longer duration than the standard spell does. My question is about slay living; elves cannot be raised with a raise dead spell. Since there is no further text discussing those that are affected, are elves immune to slay living? I feel that they should be. Unlike detect lie, there is no further text that states a different area of effect, range, duration, or creatures affected. If elves are affected by slay living, are all the limits off for the reverses of such spells as animal growth? That is, can I use the reverse to shrink humans?
 That's just about the slickest bit of rules lawyering I've encountered ni a long time. As ti happens, slay living can kill any living creature—including elves—unless it has immunity to death magic (which elves do not have). This is a case in which the reverse has a much broader application than the normal spell, as raise dead can only restore life to "persons," but not persons who happen to be elves.
 In general, however, your point is correct. (Animal growth and its reverse affect only animals.)
Attributes: 2E, Spell

Sage Advice #256 p. 30 (February 1999), Question: 19 🔗
We have a player in our group who reads the Player's Handbook to say that Fighters cannot use miscellaneous magical items unless they are specifically for Fighters. Is this interpretation correct? Items such as portable holes, boots of speed, brooches of shielding, and cloaks of protection don't list any character class; this player says Fighters can't use these items.
 I find it fascinating that this bold declaration comes from a player. What does your DM say?
 Before deciding, your DM might want to take a look at the introductory material for miscellaneous magic (page 212 in the current printing of the DMG). This bit of text says that any miscellaneous magical item not marked for use by a specific class is usable by any class.
Attributes: 2E, Class

When he turned over this month's column, Skip Williams cryptically noted that slapping down rules lawyers is much more satisfying than slapping mosquitoes.

Sage Advice #257, March 1999

This month, the Sage makes a brief stop to examine some AD&D® game mechanics before moving on to consider the workings of various spells and magical items. This month's excursion also includes a trip to the MARVEL SUPER HEROES™ Adventure Game.

Sage Advice #257 p. 22 (March 1999), Question: 1 🔗
If a newly created player character doesn't spend a proficiency slot on any modern language, can the character speak any type of language? Do new characters receive an extra proficiency to spend on at least one language?
 Every character begins play knowing his native tongue (see PH, Chapter 2, under the Languages heading). For humans, this is the "Common" tongue, or the character's national or regional language (if the DM has created any). For demihumans, this is the character's racial tongue. In either case, the character doesn't have to do anything special to learn his native language—it's free. Characters cannot give up this ability to gain a slot to spend elsewhere.Attributes: 2E

Sage Advice #257 p. 22 (March 1999), Question: 2 🔗
Since a roll of "1" on the d20 for an attack or saving throw is always a failure, is a roll of "1" on the d10 roll for surprise always a surprise, even for characters with high Dexterity scores?
 Technically, no. The result of the surprise roll must be a 3 or less. Even so, a high Dexterity score doesn't make a character immune to surprise, as there are all sorts of cases in which characters suffer penalties to surprise rolls. For example, many monsters impose penalties to opponents' surprise rolls, and Table 57 in the DMG lists several common surprise modifiers.
 On the other hand, you could impose a house rule that says a roll of "1" always equals surprise. Just be sure that you don't require a surprise roll at all in cases where a character obviously knows trouble is coming.
Comment: Saving throw roll of 1 is always a failure repeated here is consistent with #156 and #216Attributes: 2E

Sage Advice #257 p. 22 (March 1999), Question: 3 🔗
I hope you haven't been asked this a dozen times already. When characters are completely underwater, without the aid of free action, is their initiative penalty +6 (from Table 40 in the DMG) or +4 (from the Underwater Combat section of Chapter 9 in the DMG)? Also, do either of these initiative penalties apply to spellcasting, movement, etc., or just melee combat?
 Don't worry, you're the first to ask.
 According to Of Ships and the Sea, the initiative penalty for land-based characters fighting underwater is +4 (though there could be situations during an underwater adventure in which the +6 penalty could apply instead). This penalty applies no matter what actions a character takes in a round.
Attributes: 2E

Sage Advice #257 p. 22 (March 1999), Question: 4 🔗
Does a yo-yo of fate allow the +1 to any 1d20 roll for any character the possessor wants? Or is it only for the possessor? How often can the yo-yo be used?
 A yo-yo of fate works only for the person carrying it and then only if that person is a Jester (Bard kit). The saving throw boost and +2% bonus to Jester abilities that the yo-yo provides work continuously and automatically. The power to alter fate (in the form of bonuses to d20 rolls) works only once per day, as the owner desires. The owner can gain a bigger bonus than +1, but each +1 shortens the yo-yo's string by one inch, and the yo-yo can never provide a bonus larger than the string's length in inches.Attributes: 2E

Sage Advice #257 p. 22-23 (March 1999), Question: 5 🔗
Just how much of a slain character do you need to successfully raise or resurrect the character? Do you need a piece taken from the body at the time of death? Any piece? For example, will a resurrection spell work on a character who fell into a pool of lava and died, leaving only a tuft of hair? If a character leaves a fingernail clipping at a temple, can the Priests there resurrect the character if she dies and the body isn't recovered?
 For a raise dead spell, you need the whole body (though the spell still works if the body is missing something the character can live without).
 For a resurrection spell, you need a piece of the body that was part of the body at the time of death. Hair or nail clippings (or anything else) taken before the fact don't work, though a tuft of hair left behind after a fatal event is sufficient.
Attributes: 2E, Spell

Sage Advice #257 p. 23 (March 1999), Question: 6 🔗
If an opponent uses a wrestling attack on a character who has received a stoneskin spell, what are the results? I would assume that the wrestling attack removes a charge from the stoneskin but inflicts no damage.
 A wrestling attack removes a stoneskin charge and inflicts damage; the spell doesn't stop damage from constriction or wrestling.Attributes: 2E, Spell, Stoneskin

Sage Advice #257 p. 23 (March 1999), Question: 7 🔗
Can a spellcaster cast a spell if held in a grappling attack? Can the attacker use the "manipulate" lock effect (from the Combat & Tactics book) to stop the spellcaster from speaking, thus negating spells with a verbal component? Can the spellcaster use a wand or other magical item while held?
 Characters cannot cast spells or use spell-like effects from magical items while grappled. An attacker who has the character grappled doesn't need to do anything special to interfere with spellcasting or magical item use other than maintain the grapple. This is true even if the caster tries a spell with only a verbal component; an attacker who has the character in his grip can easily thwart the attempt. Attributes: 2E, Spell

Sage Advice #257 p. 23 (March 1999), Question: 8 🔗
One of the player characters in my group has a scimitar of speed. According to the rules on page 69 of the Combat & Tactics book, the scimitar has a speed of very fast, and the wielder always wins initiative if he declares a combat action that involves an attack with the scimitar. On page 18 of the same book, it says that when the character makes an attack, his action phase is his base initiative or weapon speed, whichever is later. So, if the character's base initiative is fast, when does he attack with a scimitar of speed? In the very fast phase or in the fast phase? Does a spell cast in the very fast phase have any chance to go before the weapon strikes? When the scimitar of speed wielder decides to charge with the scimitar, does he begin the charge in the very fast phase or the fast phase?
 I'm not very happy with the C&T text no the scimitar of speed. Here's how I suggest you handle a scimitar of speed under the C&T rules:
 The weapon strikes first in the very fast phase regardless of the initiative roll or the wielder's base phase. This first strike can be a charge. (The scimitar makes the wielder speedy.)
 The wielder must use his normal initiative roll to see who goes first on subsequent phases. Certain other magical items, such as boots of striding and springing, use the wielder's initiative roll to determine what the wielder can do with them each round.
Attributes: 2E

Sage Advice #257 p. 23 (March 1999), Question: 9 🔗
If a character uses the nondetection spell, can things like glyphs of warding or alarm spells detect him and go off? Does any similar warding spell work against the character? Is the effect the same for similar items such as an amulet of proof against detection and location?
 The nondetection spell allows the recipient a saving throw against most Divination spells but has no effect against warding spells. Most warding spells are Abjurations, not Divinations. Also, warding spells do not detect anything; they simply go of whenever something meets their triggering conditions. An amulet of proof against detection and location also has no effect on warding spells. Note that a nondetection effect also does not interfere with creatures with the innate ability to detect invisible creatures, such as hell hounds or Mordenkainen's faithful hounds. A nondetection effect interferes with acreature's spell-like Divination abilities.Attributes: 2E, Spell

Sage Advice #257 p. 23 (March 1999), Question: 10 🔗
The Storm's spell thrust spell (originally found in the Seven Sisters book), allows the caster to force spell effects back at their casters. How close to a spell effect must the caster be to thrust it back?
 The caster of Storm's spell thrust must either be the target of a spell, or at least within the spell's area of effect, before she can thrust it back.Attributes: 2E, Spell

Sage Advice #257 p. 23 (March 1999), Question: 11 🔗
Can a weapon treated with a dimensional blade spell cut through flesh? If so, how does the attack work? Does it cause some kind of automatic critical hit?
 A dimensional blade can cut flesh and harm creatures, but its effect is not as spectacular as you might expect. The weapon ignores armor (but not Dexterity or magical bonuses) and gains an additional +2 attack and damage bonus. Any Strength bonuses the wielder normally enjoys become irrelevant while the effect lasts.Attributes: 2E, Spell

Sage Advice #257 p. 23 (March 1999), Question: 12 🔗
I was under the impression that undead do not tire. If this is so, how do undead spellcasters such as liches or spectral wizards feel the effects of the channeling spellcasting system in the Spells & Magic book?
 Undead spellcasters feel the effects of channeling the same as any other caster. It's fine to assume undead don't feel normal fatigue. Channeling, however, represents direct strain on a being's essence.Attributes: 2E

Sage Advice #257 p. 23-24 (March 1999), Question: 13 🔗
Are death knights subject to damage from their own fireball spells? If so, does their magic resistance apply? If it does, what happens if the roll is low enough to make the fireball rebound? Do they suffer double damage?
 As a general rule, a creature's magic resistance doesn't apply to spells it casts on itself. The DM can make an exception if a caster happens to be caught in one of its own spell effects when it was targeted elsewhere. I'm inclined to suggest that you allow a death knight a magic resistance roll if it is caught in its own fireball blast. If the resistance roll fails, the blast has its normal effect (the death knight still receives a saving throw). If the roll succeeds, the death knight is unaffected by the blast. In this case, ignore the rebound effect if it occurs.Attributes: 2E, Spell

Sage Advice #257 p. 24 (March 1999), Question: 14 🔗
Is it possible to substitute a lower level spell for a higher level spell slot? For example, a character who anticipates an encounter with an aboleth might want to take an extra cure serious wounds (4th level) instead of a cure critical wounds (5th level) because cure serious wounds can counter the aboleth's skin transformation attack, and the higher-level spell won't.
 In the core AD&D game, you can't switch around spell slots. (The optional spell-point system in the Spells & Magic book eliminates spell slots altogether.)
 In the case of aboleth's skin transforming ability, I suggest you allow any healing spell of 4th-level or higher (namely cure serious wounds, cure critical wounds, and heal) to remove the affliction once it sets in. Note that cure disease stops the transformation if the victim receives it before the transformation is complete.
Attributes: 2E, Spell

Sage Advice #257 p. 24 (March 1999), Question: 15 🔗
How does the plane travel power from a book of the planes supposed to work? Can the reader go anywhere on the destination plane? Is the trip instantaneous? Can the reader take other characters along?
 Once a character reads a chapter in a book of the planes, the character can instantly transport himself and up to 550 lbs. of other material to the plane described in the chapter. The character can only reach the plane's "top" layer.Attributes: 2E

Sage Advice #257 p. 25 (March 1999), Question: 16 🔗
How many spells in a character's memory can be affected by the draincone spell? Also, once draincone drains a spell, is there any limitation on when the draincone caster can use the power boost the spell provides?
 A draincone affects only spells that have been cast already. This includes existing spell effects and spells that have been cast for a delayed effect, such as fire trap, explosive runes, glyph of warding, and the like.
 The draincone caster can use the energy from a disrupted spell for one of her own spells only if she casts that spell immediately after the draincone destroys a spell effect.
Attributes: 2E, Spell

Sage Advice #257 p. 25 (March 1999), Question: 17 🔗
What is the correct area of effect for the Torm spell swordward (from the Faiths & Avatars book)? The book lists the area as 5 to 60 square feet (pretty small), but the spell description mentions the blade barrier spell, whose area of effect is 5 to 60 feet square. Also, the spell description says any Lawful Good being within the area of effect gains hit points equal to the amount of damage it inflicts. Is there any limit? Or can a hasted and enlarged Paladin really gain 200 hit points with this spell?
 The area of effect for the swordward spell is 5 feet square (25 square feet) to 60 feet square (3,600 square feet). If you take a look at the blade barrier spell description, you'll discover a similar error.
 An enlarged and hasted Paladin sure could gain a lot more than 200 hit points from this spell, particularly if the Paladin was high level.
 All the damage an affected creature inflicts is returned to the creature as bonus hit points. The total can exceed the creature's normal maximum. Though the spell description is not clear on the point, I heartily recommend that these bonus hit points last only so long as the affected creatures remain in the spell's area of effect— they go away immediately when the spell ends or the creatures leave the area of effect. If a creature leaves the area of effect and enters again, the bonus hit points don't return, but the creature can begin accumulating them again.
 While the creature has any bonus hit points, however, any damage it suffers is subtracted from the bonus hit points first.
Attributes: 2E, Spell

Skip Williams admits that he was lousy in math while in school, but he seems to have gained a better understanding of numerous mathematical concepts from playing; running, and writing about roleplaying games.

Sage Advice #258, April 1999

In a salute to April Fools everywhere, the Sage presents his annual look at the oddest questions received during the past year.

Sage Advice #258 p. 22 (April 1999), Question: 1 🔗
How much does a vail of holy water weigh, and how much liquid can it contain? According to the Money and Equipment chart in the Player's Handbook, it weighs ⅒ of a pound and this contains 1.5 fluid ounces. But according to the DRAGONLANCE® lists, a vial contains 4 oz. (¼ of a pound). Which is right?
 Traditionally, a holy water vial holds ¼ pint of liquid—4 fluid ounces. A fluid ounce is a measure of volume, not weight. Let's see: Water weighs about 8½ pounds per gallon. There are 128 fluid ounces to the gallon, so 4 fluid ounces of water weighs 4/128 (.03125) × 8.5 = .26525 pounds or a little more than a quarter pound, plus the weight of the flask; perhaps about a third of a pound is a reasonable figure for the total weight.Comment: 4 oz is consistent with my own researchAttributes: 2E

Sage Advice #258 p. 22 (April 1999), Question: 2 🔗
A dwarven Fighter/Priest, level 4/4, aged 250, from the GREYHAWK® setting, with Wisdom 17, Intelligence 14, and the Brewing proficiency, is extremely dehydrated. Is it safe to assume, that upon discovery of some casks of wine, he would realize that drinking wine would only dehydrate him further and thus abstain from drinking it, especially if the character knows water can be found a few hours' trek away?
 Sounds like a decision for the player to me. If the DM decides that the character is crazy with thirst and might fall upon the wine, a saving throw would be in order (I suggest a petrification save adjusted for Wisdom). Being a brewer and (presumably) somewhat familiar with the effects of alcohol, I suppose the character could claim a bonus to the save, say a +2 bonus.
 Note also that an alcoholic beverage does not suck water out of a peron's body as salt sucks moisture from a slug. The effect is gradual. A character who has bcome almost nonfunctional from dehydration might find that a drink of wine (which has a fairly low alcohol content in any case) revives him long enough to reach a source of water. Once the character has plenty of water to drink, the mildly dehydrating effect of the wine wouldn't hurt the character.
Attributes: 2E, April Fools

Sage Advice #258 p. 22 (April 1999), Question: 3 🔗
The haste spell ages the recipient a full year physically, not mentally, correct? Therefore, if a character was affected by drow sleep poison, could a Mage cast haste on the character and thereby revive him? The poison doesn't last a full year.
 A haste spell instantly makes the recipient's body a year older, though the mind (Intelligence and Wisdom) is unaffected (see Chapter 2 in the Player's Handbook).
 If a poisoned character receives a haste spell, the character's body gets a year older. The poison still has its normal duration and effect on the character.
Attributes: 2E, Spell, Magical aging

Sage Advice #258 p. 22 (April 1999), Question: 4 🔗
Couldn't you use the haste spell to effectively "heal" yourself? I mean, if a year passes, then you'd heal normally—wouldn't you?
 No. The real passage of time (or healing magic) heals wounds; instantly becoming a year older doesn't.Attributes: 2E, Spell, Magical aging, April Fools

Sage Advice #258 p. 22 (April 1999), Question: 5 🔗
Couldn't you use this "healing" to cause damage? If an archer hits a creature with an arrow, can a Mage cast haste on the monster or NPC to make the wound heal around the arrow?
 No.Attributes: 2E, Spell, Magical aging, April Fools

Sage Advice #258 p. 22 (April 1999), Question: 6 🔗
What would happen if a character affected by mummy rot was hasted? Would the rot affect more of him?
 The character physically gets a year older the instant he receives the spell, and the mummy rot proceeds on its normal course.Attributes: 2E, Spell, Magical aging, April Fools

Sage Advice #258 p. 22 (April 1999), Question: 7 🔗
Since the haste spell ages the character, wouldn't the character's hair and fingernails grow?
 No.Attributes: 2E, Spell, Magical aging, April Fools

Sage Advice #258 p. 22-23 (April 1999), Question: 8 🔗
Since the haste spell speeds your metabolism, would a haste spell work on undead creatures? A vampire might be an exception, as it has a metabolism, per se.
Haste (and slow) works on any creature unless that creature's description specifically states otherwise. Whether haste has any particular affect on the recipient's metabolism is up to the DM.Attributes: 2E, Spell, Magical aging

Sage Advice #258 p. 23 (April 1999), Question: 9 🔗
What would happen if a hasted creature were hit by a sword of wounding? What if the creature was hit by the weapon and then affected by a haste spell?
 In either case, the "wound" functions normally.Attributes: 2E, Spell, Magical aging

Sage Advice #258 p. 23 (April 1999), Question: 10 🔗
What is the actual time that passes before the subject of a haste spell ages the year? Is it immediate or gradual, aging so much per round? Or does it occur at the end of the spell's duration?
 As noted several questions ago, the aging occurs the instant a creature receives the spell.Attributes: 2E, Spell, Magical aging

Sage Advice #258 p. 23 (April 1999), Question: 11 🔗
If the aging effect from haste occurs immediately at the end of the duration, what if a character picks up something (a rock, perhaps) that weighs close to his maximum press, and then the aging kicks in? Wouldn't the character grow stronger? In laymen's terms, the characters muscles couldn't normally hold that much weight for a full year, but they do if the aging is an immediate affect. Wouldn't his maximum press now become his new weight allowance, in short having the character gain more Strength?
 Instantly becoming a year older doesn't make a character any stronger, no matter what the character does; though it could make the character weaker (Strength loss) and possibly less healthy (Constitution loss) if the aging moves the character into a higher age category. (See Table 12 in the Player's Handbook.) Any magical aging visits the ravages of time on the subject's body with none of the benefits.Attributes: 2E, Spell, Magical aging, April Fools

Sage Advice #258 p. 23 (April 1999), Question: 12 🔗
Were the dragon subdual rules from the original AD&D® game removed so as not to encourage the notion of slavery? Does the absence of a subdual rule now imply dragons would never allow themselves to be sold?
 The answer would be no on both counts. Those who revised the game weren't making a social comment; they just replaced the dragon subdual rules with general rules on nonlethal combat. (See Attacking Without Killing in Chapter 9 of the Player's Handbook.) It's now possible to subdue just about anything, not just dragons.
 It's still possible to pound a dragon senseless and try to peddle it on the open market. Subdual damage heals quickly, however, so the task is reasonably dangerous and fairly hard to manage. The local authorities are likely to take a dim view of any party who hangs a "For Sale" sign around a captive dragon's neck and hauls it into the town square on market day. The dragon's not likely to be too pleased either, but if it's convinced that playing along is a safer or more profitable alternative than fighting, it probably won't fight; though it might just be biding its time (as a captured PC might), waiting for an opportunity to turn the tables on its captors.
Attributes: 2E

Sage Advice #258 p. 23 (April 1999), Question: 13 🔗
When a character dies, his or her soul goes to the appropriately aligned plane, so couldn't the character use the rules from the PLANESCAPE® setting to "hop" a portal back to the Prime Material Plane? Don't the PLANESCAPE rules essentially make all characters immortal? Sure, a slain character becomes a petitioner, but a player can still play out the character's attempt to escape the plane, right?
 Not quite. A petitioner is linked to the plane where it resides and has no clear recollection of its past life and no desire to continue its previous activities. It also lacks the desire to leave its new home plane. I suppose it's possible to play a petitioner character, but it would be an entirely new character that only superficially resembled the old one.
 Note that once slain, a petitioner cannot be brought back to life. If killed on its home plane, a slain petitioner merges with the plane. If killed away from its home plane, a petitioner is utterly destroyed. In either case, not even a wish can restore a slain petitioner.
Attributes: 2E

Sage Advice #258 p. 23 (April 1999), Question: 14 🔗
I was wondering whether it is possible for a magic-resistant spellcaster to cast an antimagic shell upon himself, make his magic resistance roll, and gain the benefits of the anti-magic shell while still being able to cast his spells normally?
 No.
 For details, check out "Magic Resistance, Step By Step" in issue #218.
Attributes: 2E, Spell

Sage Advice #258 p. 23 (April 1999), Question: 15 🔗
How much does a regular, 2" × 4" board cost? That is, in a forest town or city?
 That depends on how long the 2" × 4" is, whether it's finished or not, and what kind of tree the board is from. Assuming the 2" × 4" is like a modern example (soft wood, dried, and planed smooth on four sides), it should cost about 2 copper pieces a foot.Attributes: 2E

Sage Advice #258 p. 23 (April 1999), Question: 16 🔗
During my group's last adventure, we had the unwanted pleasure of fighting a demon in a cave. Our halfling Thief chose to use his boots of spider climbing and Hide in Shadows ability to get the drop on the demon from a 120-foot ceiling, hoping to drag his blade down its back to slow his descent while causing backstab damage. The two bad-guy Mages who conjured the demon had defended themselves and the demon with protection from normal missiles and protection from magical missiles. Would the halfling, having fallen 60-70 feet to the demon's head, then be considered a missile weapon?
 No. Falling on top of an opponent is a grappling or overbearing attack. Slashing with a blade is a melee attack. Combining the two is a charge. Note that the maneuver would not slow the character's fall one bit. The character suffers full falling damage, hit or miss.Attributes: 2E, April Fools

Sage Advice #258 p. 23-24 (April 1999), Question: 17 🔗
I was looking at the stowage capacity rules (Table 50 in the Player's Handbook), and they say that a large belt pouch is 6" × 8" × 2". How do you get your hand in a bag with a width of 2 inches, and if that isn't the opening, the depth will suck.
 Think of the bag as a rectangular block 6 inches wide, 8 inches long, and 2 inches thick. The opening is therefore 2 inches by 6 inches, with a depth of 8 inches-plenty of room for a hand. If that doesn't help, try to get a look at the picture in the equipment section of the Core Rules CD-ROM.Attributes: 2E

Sage Advice #258 p. 24 (April 1999), Question: 18 🔗
What, exactly, does a vampire or another undead level-drainer do with the energy it drains?
 Level-draining undead don't actually do anything with the life energy they drain; the energy is siphoned off to the Negative Material Plane and annihilated.Attributes: 2E

Sage Advice #258 p. 24 (April 1999), Question: 19 🔗
I have a player who insists on having his character cast the call lightning spell while within an obscurement spell that the character has also cast. Since obscurement creates fog and fog is mostly water, I have ruled that the call lightning spell electrifies the whole cloud. This has created quite a struggle. Any comments?
 Yes, three comments.
 First, while clouds contain a lot of water, they're still air, at least insofar as their effects on magic use in the AD&D game are concerned.
 Second, one must have a storm overhead to cast call lightning, not just a cloud. Magical whirlwinds, such as those djinn produce, count as storms; but cloud effects, such as obscurement, wall of fog, stinking cloud, and cloudkill do not.
 Third, call lightning does not work underwater; if the bolt from a call lightning spell strikes a body of water, it has its normal area of effect above the surface, a cylinder with a radius of 10 feet, and creates a hemisphere with a 10' radius below the surface. It does not electrify the whole body of water.
Attributes: 2E, Spell

Sage Advice #258 p. 24 (April 1999), Question: 20 🔗
Is it possible for a nymph to fall in love, say, with a Ranger who has a great Charisma? Could such a couple have children? What powers would such children have?
 I suppose it's possible for a nymph to fall in love with a character, but it's not likely as nymphs tend to prefer solitude. It is certainly possible for nymphs to bear children. Treat a nymph's male offspring as any other member of the father's race (though perhaps with a bonus to Charisma). A nymph's female offspring will always be a nymph no matter what the father's race.Attributes: 2E, Race

Sage Advice #258 p. 24 (April 1999), Question: 21 🔗
What can I do to improve my skill and vocabulary in Olde English?
 Read Chaucer, in particular, the Canterbury Tales. Chaucer actually wrote in Middle English, but that seems to be the effect for which you are actually striving.Attributes:

Sage Advice #258 p. 24 (April 1999), Question: 22 🔗
Judging from "Sage Advice" in issue #248, in which you say that it is not possible for a character to catch arrows, I would venture to say that you have never met my friend [name deleted]. My friend has a scar on the palm of his right hand, which he got from catching an arrow through his hand. Now, even he admits that he missed the arrow more times then he caught it, and he was not the only person he knows who has a similar scar somewhere on the body, but the simple fact exists that it is possible to catch an arrow. Simply telling that guy, "No, juggling doesn't allow a character to catch arrows," gives him no assistance in DMing or playing. Considering the amount of weight that your rulings have with many DMs and players, you have killed a lot of daring arrow-catching attempts, with their equally spectacular failures.
 You are correct; I have not met your friend. In fact, I have never met anyone who has made a hobby of trying to catch arrows, though several individuals of my acquaintance are probably foolish enough to try it, given suitable encouragement. Let's hope you and they never meet.
 I'll point out here that the column in issue #248 said nothing at all about arrow catching in general, just arrow catching with regard to the the fairly common Juggling proficiency. Just a reminder: arrow catching is not a function of the Juggling proficiency.) Rest assured that I am very much aware how influential this column can be, hence my haste to squash the notion that for a measly one-slot proficiency (two slots for non-Thieves) PCs can run around snatching arrows out of the air like actors in a bad martial arts flick. As for any chilling effect issue #248's column had on arrow-catching in the AD&D game, you can also rest assured that "Sage Advice" has hardly ever prevented player characters from taking harebrained risks. Such ideas have an irresistible momentum that not even this column can bring to a halt.
 In any case, if any DM wants to create a Catch Arrow skill, that's okay by me; I suggest making the skill's function inversely proportional to the character's Wisdom score.
 Should a PC ever really need to catch an arrow, it's ok to allow a one-shot attempt (really). Judging from your description of your friend's scars, I'd venture to suggest that this would not so much involve catching the arrow (in the same sense as catching a baseball) as deciding exactly where the arrow will hit—sort of a reversed called shot. Since the "catcher" is putting herself in harm's way, l'd have that character attempt saving throw vs. breath weapon, adjusted for Dexterity. (It's fine to give jugglers a bonus to the this saving throw. If the save fails, the character is hit by the arrow, no matter what the attack roll was. (That's the penalty for stepping into harm's way.) If the saving throw succeeds, the character takes the arrow through the hand or other appendage), provided the attack roll was good enough to hit the character. If the attack roll missed and the saving throw succeeds, the character catches the arrow, ta da!
Comment: It was actually #249Attributes: 2E, April Fools

Skip Williams cryptically notes that this month's final question brings the words "mask of valor" to mind. Skip was uncharacteristically uncommunicative when pressed for details.

Sage Advice #259, May 1999

This month, The Sage examines a variety of optional rules for the AD&D® game and explores a few seldom visited corners of the core rules.

Sage Advice #259 p. 22 (May 1999), Question: 1 🔗
My group has been having a discussion over whether the use of poison is an evil act. The situation is that a Chaotic Good Thief has gotten his hands on a vial of Type E poison and wants to use it. The majority of the group believes that the situation in which the poison is used is what determines good or evil. If we are fighting a fire drake, then using poison against the drake is OK. However, if the Thief uses poison against Joe Blow the Fighter, then this could be an evil act depending on Joe's alignment. As for myself, I think the situation is the determining factor, but I also think good characters should use poison only as a last resort. The DM of this group is unsure but basically believes the use of any poison is an evil act. I know the DM is always right, but can you give your two cents' worth?
 Your DM is right to look askance at characters who use poison—not because poison is inherently evil (poison has no alignment at all) but because poison's ability to deliver quick death can get out of hand in a real hurry. As for my "two cents' worth," take a look at the biographical note at the end of this column in issue #247. The note relates the story of how one of my characters, a Lawful Good Ranger, happened to use poison once. In this case, the Ranger was trying to scrub some contact poison of an ioun stone when a dragon attacked him. In a fit of pique, the Ranger tossed the poisoned stone down the dragon's gullet and killed it. No one present (and the group included D&D® co-creator E. Gary Gygax) thought that was an evil act.
 On the other hand, the Ranger really didn't plan to use the poison as a weapon; it just happened that way. Combat in the AD&D game generally—at least for Warriors—follows the chivalric ideal. Opponents look each other in the eye (conditions permitting) as they face of and strive to outmaneuver (or outlast one another in a true measure of fighting prowess. Poison, which can make even a minor cut deadly, makes the affair decidedly less heroic. Since the PC in question is a Thief, the character probably isn't pushing the envelope too much by carrying around some discovered poison. For someone like a Paladin, however, destroying the stuff pronto would be the honorable and responsible thing to do; doing so means the Paladin will not be tempted to use it improperly, and there's no chance that the stuff will be lost or stolen and subsequently used against some innocent.
 In any case (Paladin or Thief), if the poison-packing character's conduct is otherwise impeccable and the poison is used against a dangerous foe that must be defeated quickly for some reason (to keep the fire drake in your example from leveling a whole village, for instance), the character ought to get away with it. A dead monster is a dead monster, whether the PCs chopped it up with swords or killed it with poison.
 You might want to check out the "Sage Advice" column in issue #249, where I discuss the "sneak attack" option for Rangers (from the Skills & Powers book); the two situations share some common points.
Attributes: 2E

Sage Advice #259 p. 22-23 (May 1999), Question: 2 🔗
I have an elf Ranger character with the Archer kit from The Complete Book of Elves. The book says the character can fire two arrows at once from the bow. He can do this with a -1 initiative penalty and a -1 attack penalty. My character is also specialized with the longbow. The Player's Handbook says a character specialized with the bow can walk around with an arrow nocked and can simply draw and fire before initiative is rolled: a shoot-first, ask-questions-later, pre-initiative advantage. Could the specialized elven Archer fire two nocked arrows before initiative is rolled? One book says it's done with a -1 initiative penalty, and the other says there is no initiative roll. I understand that the character would still fire with a -1 attack penalty, but I am curious about the pre-initiative dual shot.
 Actually, the Player's Handbook says nothing about "walking around" with an arrow ready to fire. It says a bow specialist can fire before any initiative rolls if he starts out with an arrow nocked and drawn and with the foe in sight. (See the Effects of Specialization section in Chapter 5). It's pretty hard to walk around with a bow pulled back, and even if the character could manage the feat without accidentally shooting his pals in the back several times a day, he still doesn't get of a shot before the initiative roll unless he can see the target before the initiative roll.
 I suggest following this particular rule to the letter: One arrow fired before initiative, and then only if the archer meets all the requirements. As "Sage Advice" has pointed out before (in issue #255), characters can use only one fancy bow trick at a time.
Attributes: 2E, Class

Sage Advice #259 p. 23 (May 1999), Question: 3 🔗
Under the Combat & Tactics rules, how many attacks does a 7th-level Fighter who is specialized with his weapon have (2 attacks per round normally) if he chooses a guard or charge action? Does guarding or charging reduce the number of attacks a character has?
 There is no reduction in the number of attacks the character can make when charging or guarding, but the character still must obey the round's phase structure. If the Fighter is armed with only one weapon, he makes one attack during the phase when the action occurs. For example, if he charges in the fast phase and his charge movement brings an opponent within reach, he attacks once in the fast phase and cannot attack again until the average phase. Note that the armor class penalty for charging applies for the whole round. If the Fighter uses two weapons, he can use both during the same phase, and the attack bonus from the charge applies to both attacks. Remember that a second weapon gives a character only one extra attack each round, so once the character uses the second weapon, he can't use it again on a later phase of the same round.Attributes: 2E, Class

Sage Advice #259 p. 23 (May 1999), Question: 4 🔗
In issue #232, you said dwarves are treated as size M creatures for purposes of the Combat & Tactics rules. What about gnomes and halflings?
 Gnomes and halflings have base phases of fast and are considered size S for purposes of which weapons they can use, knockdown dice, overruns, and all other instances in the rules in which creature size is significant.Comment: More on character sizes. Dwarves are still MAttributes: 2E, Race

Sage Advice #259 p. 23 (May 1999), Question: 5 🔗
If a character is sleeping when an encounter begins, how quickly can a character wake up and act? How would you represent the delay under the Combat & Tactics rules?
 It takes a character a full round to wake up and get into the action. Under the Combat & Tactics rules, the character would wake up in his base phase and can get to his feet during the resolution phase, ready to make an action declaration for the next round.Attributes: 2E

Sage Advice #259 p. 23 (May 1999), Question: 6 🔗
Under the Combat & Tactics rules, can you use a block maneuver to counter an attack of opportunity?
 Yes, provided you have an attack available to use for the block.Attributes: 2E

Sage Advice #259 p. 23 (May 1999), Question: 7 🔗
The Combat & Tactics rulebook introduces critical hits, knockdowns, and critical events to add to the nasty but rarely occurring rule about death from massive damage from the core AD&D game. Most of these occurrences allow a saving throw vs. death magic to prevent extra damage or special harm. What are the possible adjustments to the applicable saving throw? Do protection items (rings, cloaks) apply as they do for the other saving throws? What about racial resistances (such as the dwarves' saving throw bonus vs. poison)? Do Dexterity/Balance or Constitution/Fitness bonuses apply?
 The only bonuses I'd apply would be those from a luckstone. You can allow protection items if you like, but those already have adjusted the character's Armor Class. Racial bonuses do not apply. You certainly can add a house rule that allows a character's hit-point adjustment from Constitution to apply, but don't let protective items apply in that case.Comment: Interesting clarification on the death save for crits. Since you can become "crit immune" with high enough AC, I think it it reasonable to only add magical bonuses once for the AC and not for the save later on.Attributes: 2E

Sage Advice #259 p. 23-24 (May 1999), Question: 8 🔗
Does the death from massive damage rule apply to monsters? It seems logical that it would apply to common monsters, such as high-level orc Warriors, but what about, say, cloud giants? Should it apply to regenerating monsters? To golems and undead? To extra-planar, incorporeal, gaseous, liquid, fiery, gelatinous, plant, or simply weird ones, like an olive slime or a living wall? How about immensely large creatures with a whole lot of Hit Dice, like leviathan whales, zaratani, or gargantua? (No need to ask about the tarrasque, I suppose?)
 The rule as presented in Chapter 9 of the Player's Handbook applies to characters; monsters aren't mentioned at all, and one could argue that they are exempt from the rule. I don't much like the rule, and I don't think your campaign will suffer if you just ignore it. If you do keep the rule, it should apply to monsters, too, with the following exceptions:
 Creatures that aren't alive (golems, undead) are not subject to death from massive damage, nor are creatures without nervous systems or circulatory systems (plants, fungi, oozes, jellies, elementals), nor are creatures without solid bodies (incorporeal, gaseous, or liquid creatures).
 Creatures harmed only by magical weapons are not subject to death from massive damage unless they suffer massive damage from a magical source (spell, magical weapon, breath weapon, or the like).
 The actual amount of damage that triggers the required saving throw vs. death magic varies by creature size. For tiny, small, or man-sized creatures, it's 50 points; for large creatures, 75 points; for huge creatures 100 points; for gargantuan creatures, 125 points. Note that all the damage must come from a single attack or event to trigger the save.
 If a regenerating creature fails its saving throw vs. massive damage, it is reduced to -10 hit points instead of dying (unless it already had less than -10 hit points). If the creature's description says it cannot regenerate when dead, the creature is slain. Otherwise regeneration works normally to restore the creature's hit points.
Comment: Another note on regeneration. More specific about when and when not a create can regenerate from death.Attributes: 2E

Sage Advice #259 p. 24 (May 1999), Question: 9 🔗
Exactly which spells are in the so-called Lesser Divination school? There's a player in my group who insists that it's all divination spells of 3rd level or less.
 Despite comments to the contrary in the description of the Mage class, the Lesser Divination school contains exactly two spells: read magic and detect magic. Any Wizard can use these two spells.Comment: PHB p. 45 about the mage class says it is 4th spell level or below. The Complete Wizard's Handbook p. 20. PHB p. 108 states that lesser divination includes read magic and detect magic, it does not explicitly tell that other 4th or lower level divination spells are outside of the school.
 The school of lesser divination is only in effect for Specialist Conjurers, so you only need to consider how wide you want the school when you got this specialist. Conjurers are blocked from Invocation/Evocation, which makes them much weaker in combat, so keep that in mind when you make your decision.
Attributes: 2E, Class

Sage Advice #259 p. 24 (May 1999), Question: 10 🔗
Can a spellcaster know an area well enough to cast spells even when he or she can't see? Say a Wizard's front door is within the range of a dispel magic spell, but the Wizard is in another part of the house when an alarm spell the Wizard has placed on the front door goes off. Can the Wizard cast dispel magic on his own front door?
 No. Not only must a spellcaster see the target or target point for a spel but also there must be a straight line, unbroken by any obstacle, between the caster and the target point. (See the Player's Handbook, Chapter 7). Certain spells, such as clairvoyance and teleport, ignore this rule by their very nature. Obviously, a character need not be able to see himself to cast aspell on himself or on any target the caster can touch.
 I think it's OK to use a house rule that waives the "see the target" requirement for spells that are cast on some point in space rather than on a specific object or creature (such as dispel magic or fireball), provided that the caster can specify the exact distance and direction from himself. For example, if it's a dark night and the caster is sleeping 30 feet southwest of his own front door, he can't just say, "I cast dispel magic on the front door." He must say, "I cast dispel magic centered on a point 30 feet directly northeast of me." The spell still fails if there is a solid object (such as the bedroom wall) between the Wizard and the front door. The Wizard could not use magic missile or charm person this way, because these spells must be targeted on creatures. For purposes of this rule, treat any constriction too small to admit a human as a solid object; for example, a character could not use this rule to toss a fireball through an arrow slit.
Comment: A bit inconsistent with #220 that say you can throw a spell through an arrow slit.Attributes: 2E, Spell, Touch spells

Sage Advice #259 p. 24 (May 1999), Question: 11 🔗
Will the 4th-level Priest spell spell immunity work on a creature that has magic resistance? What if the creature is using an item that provides magic resistance?
Spell immunity works on a creature that is naturally magic resistant, but the creature must make a roll to see whether its magic resistance spoils the spell unless the creature lowers its resistance (ses the Player's Handbook, Chapter 9) before receiving the spell. Spell immunity never works on a recipient who already is using a protective item, and an item that provides magic resistance is a protective item.Comment: Follow up on #228 and #241Attributes: 2E, Spell

Sage Advice #259 p. 24 (May 1999), Question: 12 🔗
Can the true dweomer spell Tenser's telling blow drain all the charges from the stoneskin spell?
 No, that would take a dispel effect, and Tenser's telling blow is a strike effect. The spell inflicts its normal damage (20d8 + 20, save for half on a target protected by stoneskin and drains one charge from the stoneskin.Attributes: 2E, Spell, Stoneskin, Dispel Magic

Sage Advice #259 p. 24 (May 1999), Question: 13 🔗
What happens when a dual-classed character who started out as a Warrior and has since become something else receives a strength spell? For example suppose a 5th-level Fighter/6th-level Mage who started out as a Fighter receives a strength spell. Do you roll 1d4 for the strength boost because the character is a Mage or 1d8 because the character is a Fighter?
 If the recipient of a strength spell has an active class from the Warrior group, use the Warrior value for the spell (1d8). A class is "active" when the dual-classed character is earning experience in the class or when the character has full access to the class's abilities.Attributes: 2E, Class, Spell

Sage Advice #259 p. 24 (May 1999), Question: 14 🔗
I was having a debate with a friend on how the psychometabolic devotion of magnify works when used to magnify the psychoportive power time duplicate (both from the Skills & Powers book). Can you explain how the time duplicate works when magnified two, three, or more times?
 When a character magnifies the time duplicate power, the duplicate simply remains longer. For example, if the power is doubled, the duplicate remains 2 rounds, if the power is tripled, the duplicate remains 3 rounds, and so on. The Psionicist must jump forward in time long enough to account for the longer duration.Attributes: 2E

Sage Advice #259 p. 24 (May 1999), Question: 15 🔗
The description of the fast healing trait in the Skills & Powers book says that a character recovers 1 hit point within 2-12 turns of receiving a wound. Does this mean 1 hit point per combat or 1 hit point per hit? For example, if a character is hit three times in a combat by a longsword, does he recover 1 hit point or 3 hit points? How do you decide exactly how long the fast healing takes? What happens if the character receives first aid or magical healing before fast healing takes effect?
 The character in your example recovers 3 hit points from the fast healing trait, one for each wound. Roll 2d6 to determine the number of turns (ten minutes per turn) required for the healing to take effect. I suggest rolling once for all the character's wounds at the end of combat. If the character receives other forms of healing in the interim, just apply any hit points regained to the largest wound (greatest loss of hit points) first; when all the damage from that wound is healed, apply any leftover points or further healing to the next largest wound, and so on. If the character receives enough points of healing to repair a wound completely, fast healing doesn't help him with that wound.Attributes: 2E

Sage Advice #259 p. 26 (May 1999), Question: 16 🔗
Does the 3rd-level Priest spell efficacious monster ward (from the Tome of Magic) affect humans and demihumans, or just "monsters"? Is the effect mobile?
 Usually, when a spell works on "monsters" it works on any type of creature. In this case, however, I'm inclined to suggest that "persons" (bipedal, generally human-shaped creatures of human size or less) are not affected.
 Spell effects usually are immobile unless the spell description specifically says otherwise. In this case, the spell creates an immobile ward on an area. Note that the spell allows a saving throw. When the monster first encounters the ward, it can attempt a saving throw to enter. If the saving throw succeeds, it ignores the ward. If the saving throw fails, the creature cannot enter the warded area while the spell lasts, no matter how many times it tries.
Attributes: 2E, Spell

Sage Advice #259 p. 26 (May 1999), Question: 17 🔗
Does a character need a permanency spell to create a magical wand? The various rulebooks seem to contradict each other on this point.
 A permanency spell is required to make a wand rechargeable. It is possible to make a wand without a permanency spell. If this is so, however, charges can be placed into the wand only during its creation. The wand cannot be recharged and becomes nonmagical when its charges are exhausted.Attributes: 2E, Spell

Sage Advice #259 p. 26 (May 1999), Question: 18 🔗
Would you please explain the effect that armor has on the amount of bulk that a character can carry? Page 125 of the Skills & Powers book says armor is not counted as bulk, but it has the effect of lowering the total bulk a character can carry or otherwise bear. Where is this information, anyway? And is this really different from having the listed amount of bulk points for armor counted toward the total bulk points a character can carry? Am I missing something here? Please let me know.
 The bulk reduction values are listed on Table 66. You're right; reducing a character's bulk capacity is exactly the same as giving armor a bulk rating. I think what the authors were trying to convey is that armor is bulky, but the bulk has less effect when the armor is worn. You can simulate this by doubling the value listed on Table 66 when a character simply carries armor instead of wearing it.Attributes: 2E

Sage Advice #259 p. 26 (May 1999), Question: 19 🔗
Not long ago, a player character in my campaign wished for the abilities of a vampire without becoming a vampire. I thought about it and granted the character two abilities and two hindrances: The character gained the ability to regenerate three hit points a round but also gained sensitivity to sunlight (as listed for drow in the MONSTROUS MANUAL™ book). The character also gained immunity to poison but also gained a strong intolerance to garlic. The player argued that he did not wish for the hindrances. I replied "exactly." Am I being unreasonable?
 I heartily approve of your eloquent response to your player's complaint. Many players like to think of wishes as bright, shiny gifts from the DM with no strings attached. Nevertheless, it's perfectly reasonable—and actually highly desirable—to exact a price for special abilities gained through a wish (or for any other benefit a wish grants). The wish empowers the player to change campaign reality a bit, but the player should be prepared to accept the consequences for doing so.
 In this case, the player got off lightly considering how mild the hindrances are. The potential list of really deadly and troublesome hindrances here is pretty long: sunlight killing the character, developing a need to consume blood (or rest in a bed of his native soil or sleep in a coffin), susceptibility to turning or to holy water, inability to confront a mirror, and so on. It's possible you let the player of too lightly. The hindrances should work nicely if your campaign features lots of above-ground adventures, especially in an urban setting. If your campaign mostly features underground adventures, the hindrances you have imposed will be too easy for the player to avoid and you'll have to make a special effort to bring them into play from time to time.
Attributes: 2E, Spell

Sage Advice #259 p. 26 (May 1999), Question: 20 🔗
On the Astral Plane, Intelligence is used to determine THAC0 and damage bonuses. This would seem to indicate that magical items that make one stronger are irrelevant to these calculations when on the Astral Plane. Or, does Strength-enhancing magic always enhance "strength" no matter what particular ability score happens to represent "strength" in a particular place? For example, would gauntlets of ogre power still grant a +3 attack bonus and a +6 damage bonus on the Astral plane?
Gauntlets of ogre power grant a Strength score of 18/00, which is irrelevant on the Astral Plane (because it is a plane of the mind). It certainly is possible to create an item that grants a bonus to the quality of "strength," as you suggest, but gauntlets of ogre power don't do that. Neither does the strength spell or a potion of giant strength, a girdle of giant strength, or the strength power of an intelligent weapon. All of these effects boost the user's Strength ability score.Attributes: 2E, Spell

Skip Williams reports that one of his more enjoyable jaunts into the planes involved a completely spurious discussion of the Demiplane of Stuff, the place in the multiverse where all extradimensional spaces actually lead. The Demiplane of Stuff is a place crammed with everything from plate armor to old Buicks, and its principal inhabitants are gnomelike humans who wander about dressed in greasy overalls while they endlessly chew tobacco and catalog all the stuff.

Sage Advice #260, June 1999

This month, the Sage pauses to explain some recent advice, then goes on to consider character abilities in the AD&D® game. The Sage also takes a look at dwarven rune magic from the FORGOTTEN REALMS® setting.

Sage Advice #260 p. 22 (June 1999), Question: 1 🔗
Back in issue #256, you said that the fire shield spell inflicted either fire or cold damage, depending on which version of the spell was in use. Way back in issue #146, however, you said that a fire shield spell inflicted neither fire nor cold damage. Which is correct? If the newer answer is correct, how did you come to change your mind?
 The newer answer is the correct one. To be honest, I'd forgotten about the older answer when writing the answer that appeared in issue #256; if I had remembered, I would have included a note pointing out the update.
 The older answer reflects what the staff at TSR, Inc. thought about the fire shield spell at the time. The thinking went something like this: The fire shield spell produces a magical field that protects the user against fire or cold. The field also duplicates any physical damage the user suffers and directs that damage back at whatever creature caused it. There is no stopping the redirected damage.
Comment: Candidate for threadAttributes: 2E, Spell

Sage Advice #260 p. 22 (June 1999), Question: 2 🔗
The Player's Handbook says a Thief can find and remove traps of a magical nature at half the normal rating. The fire trap and glyph of warding spells are addressed, but no definition is ever given as to what constitutes a magical trap. Are the spells symbol, lesser sign of sealing, and greater sign of sealing traps? Can a 7th-level Thief really disarm a 9th-level spell? Could you provide some clarification concerning what kinds of magical traps a Thief can disarm?
 See the 2nd-level Priest spell find traps for a definition of the term "trap." A magical trap relies on magic rather than on any physical means to do its dirt.
 I suggest that you allow Thieves to use their Find / Remove Traps skills to locate and remove any magical effect that qualifies as a trap, including all the sample spells you've listed. The Thief should roll at half his normal chance to locate the trap. If the "find" roll succeeds, the Thief can tinker with the magical trap without harm but must make a second roll to actually remove it. The second roll is made just like a dispel magic spell—11 or better on 1d20 for success, subtract one from the roll for each level the Thief is below the level of the creator of the trap. If the Thief is higher level, add one to the roll for each level of difference.
 If you prefer something simpler, ignore the text in the Player's Handbook, use the Thief's full Find / Remove Trap s score, and subtract 5% from the thief's chance of success (for both finding and removing) for each level of the spell used to create the trap. For example, a Wizard's symbol spell imposes a 45% penalty.
Attributes: 2E, Class

Sage Advice #260 p. 22 (June 1999), Question: 3 🔗
I think this is an old question, but I couldn't find the answer. Can Thieves use shields?
 No, Thieves cannot use shields.Attributes: 2E, Spell

Sage Advice #260 p. 22-23 (June 1999), Question: 4 🔗
I have two questions regarding the Thief's Backstab ability. First, do characters using two weapons gain the Backstab bonus on both attacks since, according to the rules, they occur at the same time? Second, when using the Backstab against an opponent like a beholder, I understand that the damage multiplier does not apply, but does the Thief still gain the +4 attack bonus?
 When a Thief receives multiple attacks for any reason, only the first attack receives Backstab bonuses (+4 attack bonus and a damage multiplier). Under the core AD&D rules, a Thief using two weapons decides which one will be first.
 A beholder cannot be backstabbed at all (no attack bonus, no damage multiplier). In fact, a beholder with functioning eyestalks has no "rear," and foes cannot even gain the standard +2 bonus for rear attacks.
Attributes: 2E, Class

Sage Advice #260 p. 23 (June 1999), Question: 5 🔗
When a Mage is casting a fireball or lightning bolt spell, must the target be visible, or can the Mage cast them in complete darkness?
 According to Chapter 7 in the Player's Handbook, the caster must be able to see the target point to cast any spell with a range other than "touch." If the caster is unable to see the target point for any reason, he cannot cast the spell. If the spell has "touch" range, the caster can use the spell against anything he can touch, whether he can see it or not. Although the rules don't specifically say so, it stands to reason that a caster can always use a spell with a range of "0" even if he can't see or touch anything. It also stands to reason that a character can cast any spell with a range of greater than "0" against anything he can touch whether he can see it or not.Attributes: 2E, Spell, Blindness, Touch spells

Sage Advice #260 p. 23 (June 1999), Question: 6 🔗
Can dwarves claim their -4 AC bonus against any creatures of sufficient size, or only against the creatures listed in the Player's Handbook? The bonus is a function of size, right? So it should apply to all really big creatures.
 The bonus is a matter of intense training, not size. The Player's Handbook assumes that all dwarves are trained to fight against the creatures on the list. Individual DMs can change the list if they feel the need. A creature should not be added to the list unless it is bipedal and size L or larger.Attributes: 2E, Race

Sage Advice #260 p. 23 (June 1999), Question: 7 🔗
How exactly does a deep gnome's defense bonus work? The Complete Book of Gnomes and Halflings seems to imply that deep gnome Warriors have a natural Armor Class of 2, that improves with level. Do deep gnome Priests have a natural Armor Class of 2 as well? Do deep gnome Priests still have an Armor Class bonus that improves with level?
 Page 25 says a typical svirfneblin Warrior has an Armor Class of 2, but that's thanks to the armor they wear (something that the book should have pointed out). An unarmored svirfneblin has an Armor Class of 10, but its racial defense bonus applies. (See below.)
 Any svirfneblin gains an Armor Class bonus of +1 for each level beyond 3rd. The racial bonus can never make a svirfneblin's Armor Class better than 6.
Attributes: 2E, Race, Class

Sage Advice #260 p. 23 (June 1999), Question: 8 🔗
This might seem like a dumb question, but as a relatively new DM, I need some sort of guideline. Who rolls the dice when it comes to obtaining the results for various encounters—the DM or the players? Or does it really matter as long as each trusts the other not to fudge the roll (although I realize the DM may do so at his discretion)?
 Really dumb questions have to vie for spots in the April columns—and even then funny wins out over dumb.
 It really doesn't matter who rolls the dice. Most players prefer to roll their own dice, and the DMs should let them except in cases where the result won't be readily apparent to the PC. For example, it's probably best for the DM to make rolls to find secret doors. As a practical matter, the DM should make all the rolls for monsters and villains.
Attributes: 2E

Sage Advice #260 p. 23 (June 1999), Question: 9 🔗
I cannot find a reasonable answer to this question: A 10th-level Mage has a 60% chance to cast a 9th-level spell from a scroll. An 11th-level Thief has a 75% to cast the same spell. Should a Thief have a better chance of success than a Mage of comparable experience? When you have a combination Mage/Thief, how do you compute the chance for a scroll spell to fail? Does the fact that the character is also aThief give a bonus to the attempt?
 Thieves indeed often prove better at reading unknown spells from scrolls than Wizards, especially when dealing with high-level spells. When training fails, the talented amateur often has the advantage over the pro.
 For Wizard/Thieves, calculate both failure chances and use the lowest failure chance. Note that a Thief always has a 25% chance for a harmful failure, whereas it is possible for a Wizard to simply fail outright with no catastrophic effects. You might want to let the player choose to have the character attempt to use a scroll as a Wizard or as a Thief.
Comment: More on scrollsAttributes: 2E, Class, Scroll

Sage Advice #260 p. 23 (June 1999), Question: 10 🔗
If a Sha'ir sees a Mage cast a true dweomer, can the Sha'ir send his or her gen after it?
 No, but a Sha'ir could work on and cast atrue dweomer just like any other Wizard.Attributes: 2E, Class

Sage Advice #260 p. 23 (June 1999), Question: 11 🔗
My players have recently annoyed me, claiming that it was illogical for their characters not to rise in attack skill (THAC0) with simple training: parrying against mobile dummies and fighting against each other with bandaged swords, etc. I understand that it would disrupt the game mechanics if characters could become better fighters simply by training in the comfort of a town, but I really need a minimally logical explanation to prevent my players from pouting
 You might want to start by pointing out that the characters in question might have once trained against dummies, but that's probably how they became adventurers in the first place. Nothing beats real combat for sharpening fighting skills, especially once a character has achieved a basic level of combat proficiency.
 You might want to consider introducing the weapon expertise rules from the Combat & Tactics book, which could account for extra training. Note that PCs must have weapon proficiency slots available to gain the benefit. If your players balk, you might explain to them that proficiency slots reflect a character's general rate of development and opportunity to learn something new. If the character has no slots available, the character is not in a position to learn anything new.
Attributes: 2E

Sage Advice #260 p. 24 (June 1999), Question: 12 🔗
I'm trying to use the martial arts rules in The Complete Fighter's Handbook. In how many styles can a character specialize? How do I handle continuing weapon specialization in martial arts? How quickly can a character gain attack and damage bonuses? Can a character save up unused slots and apply them at each level gained?
 You seem to be referring not to weapon specialization but to martial arts style specialization as described on pages 77-78 of The Complete Fighter's Handbook.
 A 1st-level character can specialize in one (and only one) form of martial arts. If the character devotes an extra weapon proficiency slot to the style (two slots in all), the character gains all the bonuses and abilities associated with the style plus the specialization benefits noted on page 77 (under the Specializing in Martial Arts heading). After 1st level, the character can devote additional weapon proficiency slots to the style and gain the additional benefits noted on page 78 (under the Continuing Specialization heading). Even if you allow characters to save unspent proficiency slots, they can improve their martial arts skill only as they gain new weapon proficiency slots. A Fighter, for example, can have two slots devoted to martial arts at 1st level and cannot add a third slot until 4th level, when the Fighter gains anew weapon proficiency slot.
Attributes: 2E, Class

Sage Advice #260 p. 24 (June 1999), Question: 13 🔗
Our DM has ruled that characters lose half their melee attacks when moving half their movement rate. That can't be right. Why can't my 7th-level dwarf kill an opponent with his first attack and move up to another opponent (in the adjacent square) and use his second attack? Is the DM confusing another rule that concerns missile fire rates and movement? I always thought that a character can have full melee attacks if moving less than half the normal movement rate and has half the usual attacks if moving more than half the full movement rate. Who's correct?
 Your DM is correct, of course.
 Your DM probably is looking at the Movement in Melee section in Chapter 9 of the Player's Handbook, which indicates that a character can move at half rate and still make a melee attack. The text implies that only one melee attack is possible while on the move. Most DMs I know, however, allow a character a full allotment of attacks during a half move, but the letter of the rules is on your DMs' side.
Attributes: 2E

Sage Advice #260 p. 24 (June 1999), Question: 14 🔗
The MONSTROUS COMPENDIUM® tome (and various appendices) seem ambiguous about whether a damage bonus from Strength is added to all of a creature's attacks or just to weapon attacks. After extensive reading in the various manuals, I've not been able to resolve this either way. In some cases (as with the equinal), the Strength bonus has already been added in the entry, but in other cases (like the pit fiend), the entry is less clear. Also, in some cases, the text seems to imply that the Strength bonus should be added to all attacks (for example, the pit fiend).
 In general, a Strength bonus is added to weapon attacks only. Exceptions abound, so follow these two guidelines:
 ⬥ If the creature has a Strength score listed and the Damage / Attack line at the top of the monster entry does not include a Strength adjustment, apply the Strength damage adjustment only to attacks made with weapons, no matter what the text in the monster description might imply.
 ⬥ If the damage line at the top of the monster entry includes bonus damage, always apply the bonus, even if the text of the entry indicates that it is a Strength bonus.
Attributes: 2E

Sage Advice #260 p. 24 (June 1999), Question: 15 🔗
Could a person with the Epicure proficiency (described in DRAGON Magazine issue #254) tell if food were poisoned?
 I suppose so, since the character can determine what ingredients were used to prepare a dish. Of course, once the character has tasted enough to detect the poison, the character has also probably been poisoned. If the character very carefully tastes poisoned food and is equally careful not the swallow any, it might be reasonable to allow a proficiency check to note the poison; many poisons have very, little taste and should impose a penalty to the check. Sticking an ingested poison in one's mouth is dangerous, so require the character to make a saving throw vs. poison, but at a bonus, say +4. If the character tastes a contact poison, no saving throw bonus applies.Attributes: 2E

Sage Advice #260 p. 24 (June 1999), Question: 16 🔗
Dwarven Rune Magic
The recent Demihuman Deities book contains references to something called dwarven rune magic. What is rune magic? Where can I find rules for it?

 Dwarven rune magic was first presented in Dwarves Deep, which is now out of print. The references to rune magic in Demihuman Deities were intended to keep the entries of dwarven deities consistent with what was presented in Dwarves Deep.
 The rune magic in Dwarves Deep consisted of exactly two spells, which the Sage presents here in slightly revised and updated form:

Rune of Power
(Abjuration, Evocation)
Level: 5
Sphere: guardian, Wards
Range: Touch
Components: V, S, M
Duration: Until discharged
Casting Time: 1 round per square foot
Area of Effect: See text
Saving Throw: See text

 This special type of magical inscription was once the heart of all dwarven magic, usable by all dwarves with differing degrees of power and reliability. Modern dwarves do not have this power. Certain dwarven Priests (see Demihuman Deities) can cast these runes as spells.
 A rune of power is similar to a glyph of warding spell. A rune can be drawn to any size larger than the caster's hand and can be extended to encompass any size area provided the rune remains on a single, contiguous surface. Successful dispel magic or erase spells will remove runes of power. Thieves can locate and disable runes of power as magical traps.
 Any being touching the rune, touching or opening the surface upon which the rune is inscribed, or passing though an opening bounded by the rune on four sides suffers its harmful effects. Runes cannot function offensively; for example, a rune placed on a sword is not triggered if the sword is used to strike an enemy. If, however, someone picks up a sword protected by a rune, the rune is triggered.
 The Priest casting the rune can specify a password or set of conditions that keep the rune from discharging.
 A rune of power can be set to avoid discharging when creatures of certain races, alignments, faiths, and sizes try to pass it. It cannot be set to avoid specific levels, hit dice, or classes of creatures.
 A rune of power cannot be placed in the same area with another rune, a glyph of warding, or a symbol. The second warding spell placed in such an area fails.
 The most widely known runes of power are:
Alhalbrin: This rune melts metal. Once triggered, it glows for 3 rounds. All metal within 30 feet of the glowing rune becomes hot, inflicting 1d4 points of damage each round upon any creature wearing or touching it. Each metal item must make a successful saving throw vs. magical fire at a-3 penalty each round it is affected or melt. Melting metal inflicts 4d6 points of damage on any creature touching or wearing it.
Faerindyl: This rune causes a 10'-diameter sphere of flame to shoot from the protected surface and roll over the creature who triggered it. The sphere travels in a straight line at a movement rate of 18 for 1 turn. If the sphere collides with an object larger than it is, it bursts, filling a 20'-radius area with flame. (It always bursts when its duration expires.) The sphere simply rolls over smaller objects. If an object is too large to roll over and too small to burst the sphere, the sphere rolls around it (50% chance to go left or right). The sphere must roll along a surface. If it rolls over an opening in the floor, it falls and bursts if the drop is more than 10 feet. It can roll up or down stairs or ramps.
 Objects the sphere touches must make a saving throw vs. magical fire; creatures the sphere touches suffer 3d6 points of fire damage (no saving throw). When the sphere bursts, all creatures within the 20'-radius area suffer 3d6 points of fire damage (save vs. spell for half).
Sabras: This rune creates an effect similar to a blade barrier 10 feet thick and as long and wide as the surface the rune protects (or the opening the rune surrounds). The barrier lasts one round but inflicts 4d6 points of damage to creatures within the area (save vs. spell for half). A Priest must be at least 13th level to cast this rune.
Thundaril: This rune acts as a polymorph other spell on all creatures within a 20'-radius area (save vs. spell to negate). The caster must choose a tiny, innocuous form for affected creatures to assume. Snails, slugs, and toads seem to be the favorites. A Priest must be at least 9th level to cast this rune.
Velurndyn: This rune acts as a reverse gravity spell. When triggered, it flings all beings within 20 feet upward as high as 30 feet, before releasing them to fall to the ground. Creatures unable to fly suffer normal falling damage. Some old dwarven fortresses feature spiked ceilings that make this rune even more deadly. A Priest must be at least 15th level to cast this rune.
 Some runes of power can be scribed in the air or on a surface the caster can touch. These have a casting time of 1 round and take immediate effect when completed.
 The most widely known of these runes are:
Bhelaerak: Acts as the 8th-level Wizard spell glassteel, affecting ten pounds of material per level of the Priest.
Corsimmyr: Acts as the 5th-level Wizard spell passwall. A Priest must be at least 11th level to cast this rune.
Delhaubrin: Acts as the 2nd-level Wizard spell shatter.
Elemsyr: Acts as the 2nd-level Wizard spell invisibility, affecting a single creature of any size or object up to human size.
 The material component to create any rune of power is the Priest's holy symbol, which is used to trace the rune.

Rune Chant
(Abjuration, Evocation)
Level: 7
Sphere: Guardian
Range: 10 yards / level
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: Special
 This spell causes a rune of power (see above) to form anywhere in range, even in midair. The rune takes effect immediately. A rune that does not have a specific area of effect fills a 20'-radius area when cast via this spell.
Attributes: 2E, Spell

Skip Williams is something of an epicure himself. His most recent culinary adventures include Caribbean and North African cuisine. Skip reports that he has not yet ben called upon to taste for poison but ads that some Caribbean dishes are hot enough to kill at twenty paces.

Sage Advice #261, July 1999

This month, the Sage looks into spells and magical effects from the AD&D® game.

Sage Advice #261 p. 8 (July 1999), Question: 1 🔗
According to The Complete Fighter's Handbook, a set of high-quality halfling leather armor counts as "no armor" when making adjustments for thieving skills. What does this mean, exactly? Can spellcasters wear this armor and still cast spells?
 It means that when a thief, bard, or ranger wears the armor, the character can claim the bonuses to thieving skills listed in the No Armor column of Table 29: Thieving Skill Armor Adjustments in the Player's Handbook.
 The armor is still armor, though. Wizards cannot wear the armor, nor can bards if they intend to use their spells. (See "Sage Advice" in issue #246 for a discussion of armor and its effects on casting wizard spells.) Clerics, who have no armor restrictions in the first place, can wear the armor.
Comment: Soft repeat of #205 and #246Attributes: 2E, Class

Sage Advice #261 p. 8 (July 1999), Question: 2 🔗
Can you cast a web spell in a forest? Do you need a 10'-wide tree for the spell?
Web spells work fine in forests. The webbing can be anchored to a few big trees or a group of little ones (provided that the trees are tall enough to accommodate the full height of the area of effect).Attributes: 2E, Spell

Sage Advice #261 p. 8 (July 1999), Question: 3 🔗
Does a shield spell completely negate magic missile spells, or does it negate only magic missiles that hit the shielded character from the front?
 A shield spell negates magic missiles launched only from the shielded character's front. (See the Facing section of Chapter 9 in the DUNGEON MASTER® Guide.)Attributes: 2E, Spell

Sage Advice #261 p. 8 (July 1999), Question: 4 🔗
My friends and I have a campaign with an Arabian setting. We use the character classes from the AL-QADIM® books. One of the players has a sha'ir character and is trying to use the rules in The Complete Sha'ir's Handbook to improve his gen (giving it better eyesight, hearing, and the like). The instructions are vague on how to get through the ritual and fasting period required to gain the genies' favor. On page 26 under Rituals, the book indicates that each ritual requires a variable period of time, depending upon the ability to be added or improved. The text also says the rituals require 9 to 16 hours to perform. This implies that each ritual requires a randomly determined amount of time. However, the ritual descriptions beginning on page 28 include a fixed time requirement for each ritual.
 The time requirements vary from ritual to ritual, but their lengths are fixed, not determined randomly. Why the text says they last from 9 to 16 hours when the shortest one in The Complete Sha'ir's Handbook lasts 12 hours is a mystery to me. Perhaps the author anticipated DMs making up rituals of their own.Attributes: 2E, Class

Sage Advice #261 p. 8-9 (July 1999), Question: 5 🔗
How does a sha'ir, particularly one below 12th level, survive the ritual required to improve a gen? When my group tackled this problem, our first thought was that casting the 1st-level spell protection from hunger and thirst (originally from The Complete Wizard's Handbook) would be a good start. The Wizard's Spell Compendium, Volume Three now lists this spell as lost knowledge, however, and the spell has been rewritten as a 7th-level spell. This leaves a low-level sha'ir with only two spells that can help him survive a ritual. One is the 1st-level spell cool strength, which protects against dehydration for 12 hours per level. The other is the 1st-level spell ritual strength, which lasts only 1 hour per level. This does not help when the minimum ritual length given in The Complete Sha'ir's Handbook is 12 hours.
 It's tough for sha'irs to survive any ritual. Note that a protection from hunger and thirst spell does not completely negate the dangers of a ritual, as the sha'ir must still chant and withstand considerable elemental forces. At best, protection from hunger and thirst negates the penalties to Constitution checks the sha'ir makes during the ritual.
 I suggest that you don't count any time spent under a ritual strength spell as "elapsed time" for purposes of calculating when the sha'ir must make a Constitution check during the ritual nor when assessing penalties to those checks. For example, a 5th-level sha'ir uses a ritual strength spell to perform the increased damage ritual (16 hours). The character starts making checks after hour 13 (instead of hour 8) and doesn't suffer a check penalty until hour 15.
Attributes: 2E, Class, Spell

Sage Advice #261 p. 9 (July 1999), Question: 6 🔗
While reading through the description of the 4th-level wizard spell dimension door, I noticed that casters who materialize inside a solid object become trapped on the Astral Plane. So, what would happen to a character casting this spell in Sigil, where one can leave only through a portal, or on the Inner Planes, which have no direct access to the Astral Plane?
 This particular aspect of the dimension door spell never allows a character to circumvent any special restrictions a particular locale imposes on planar travel. Here are a few examples: A dimension door attempt gone awry in Sigil would mean the unfortunate traveler vanishes into nothingness, just like stepping off Sigil's ring. A dimension door mishap on the Inner Planes probably strands the caster on the Astral Plane. There's nothing "special" about the Inner Planes; they're just not "adjacent" to the Astral. A DM who's a stickler for planar details might decide the caster is thrown into the Deep Ethereal instead. A mishap on the Demiplane of Dread would dump the caster somewhere in the mists, unless the local domain lord has sealed the borders; in that case, the traveler winds up in some random location within the domain.Attributes: 2E, Spell

Sage Advice #261 p. 9 (July 1999), Question: 7 🔗
After a character attacks while using a ring of invisibility, when does he turn invisible again? Is it in the next round? Immediately after his attack? Some later time in the same round?
 Once the invisible character attacks, he's used up his action for the round. The character stays visible until he can use the ring to become invisible again. To do so, he must wait until the next round, when he can take an action to activate the ring. Note that using a magical item counts as a character's sole action for the round (unless hasted).Comment: Matches the answer to a similar question in #237Attributes: 2E, Spell, Invisibility

Sage Advice #261 p. 9 (July 1999), Question: 8 🔗
What would happen if a wizard cast a there/not there spell on an object and then cast an invisibility spell on the same object. Will the object be "not there" as long as the invisibility duration lasts?
 The invisibility spell doesn't work on objects. There are ways to render objects invisible, however: dust of disappearance, for example. If an invisible object receives a there/not there spell, it still vacillates between "there" and "not there," but observers who rely on sight have a hard time telling when it is "there" and when it is not. The same effect applies if an object becomes invisible after receiving a there/not there spell.Attributes: 2E, Spell, Invisibility

Sage Advice #261 p. 9 (July 1999), Question: 9 🔗
What if a there/not there spell were cast on an object, and a viewer were to close his or her eyes? Would it the object be "not there" for the viewer? Or would it remain the way it was before the viewer's eyes were closed?
 As noted in the previous question, when the object is "there" it is "there" whether one can see it or not. Likewise, if it is "not there" it is "not there" whether one can see it or not. Note that any event that might cause a creature to perceive the object counts as a "viewing" and requires a new check to determine the object's status. For example, if a closed door receives a there/not there spell and someone closes her eyes and tries to walk through the door, the DM should roll the dice to determine whether the door is "there" (bump) or not.Attributes: 2E, Spell

Sage Advice #261 p. 9 (July 1999), Question: 10 🔗
What if a there/not there spell were cast on a person? Could affected individuals be "not there" for themselves? If so, what do they see? If they are not there for another person, does that mean that others can pass through the affected people as if they weren't there?
There/not there does not work on creatures. If you decide to ignore this limitation on the spell, you're on your own.Attributes: 2E, Spell

Sage Advice #261 p. 9 (July 1999), Question: 11 🔗
Suppose a boulder receives a there/not there spell. Now suppose the giant perceives the boulder as "there" and throws it at a dwarf who perceives the same boulder as "not there." The boulder lands directly where the dwarf is. The dwarf blinks, and now perceives the boulder as "there". Since now the dwarf and the boulder are occupying the exact same space, what happens?
 Nothing special happens, because the situation you describe would not arise. The boulder's behavior will always be explicable from the giant's point of view. If the boulder is "not there" for the dwarf, it cannot harm the dwarf. There-fore, the giant "sees" the boulder bounce harmlessly off the dwarf, or miss the dwarf entirely, or some other series of events in which the boulder does not harm the dwarf. The boulder winds up someplace where the dwarf isn't.Attributes: 2E, Spell

Sage Advice #261 p. 9-10 (July 1999), Question: 12 🔗
Will a rope of entanglement function on any huge or gargantuan creature? In a past issue, you said a vorpal blade would function against a creature of any size, even a huge dragon, even though a 4' long blade isn't large enough to cut through the entire diameter of the dragon's neck, all thanks to the item's magic. Wouldn't this also apply to the rope? Note that the actual length of the rope isn't given.) Also, is a saving throw allowed against either a rope of entanglement or a vorpal blade? It seems a little unfair to be able to kill a creature just because you rolled a 17.
 According to the rules, a vorpal blade severs a dragon's neck on a good attack roll even if the wielder attacks the dragon's tail. Magic defies rational explanation; that's what makes it magic. DMs who prefer to run a more empirical world are free to adjust their house rules accordingly.
 Assume a rope of entanglement is about 50 feet long. Treat the thing as a portable entangle spell. A saving throw and magic resistance both apply. A free action effect negates the rope's power, and incorporeal creatures cannot be entangled.
 It's reasonable to exempt really big creatures from the rope's effects, or to limit the effect to only one part of the creature's body. If you go this route, an entangled creature can attack the rope, just not with the entangled body part. For example, a clever PC uses the rope to tie a dragon's mouth shut. The dragon, thanks to its great size, can claw at the rope. Note that it's also reasonable not to exempt very large creatures—perhaps the rope grows to entangle really big targets. It all depends on how wild and wonky the DM wants magic to be.
 No matter what a DM decides about magic overall, a vorpal blade allows no saving throw.
Attributes: 2E

Sage Advice #261 p. 10 (July 1999), Question: 13 🔗
Is it possible to recharge Nidus' wand of endless repetition (from FR4: The Magister)? What level spell would be needed to recharge the wand?
 Wands, in general, are rechargeable. Since the item description does not say this wand is not rechargeable, it is safe to assume that it is. Still, the wand should be difficult to recharge. I suggest ray of Ondovir (from Wizard's Spell Compendium, Volume Three) and time stop.Attributes: 2E

Sage Advice #261 p. 10 (July 1999), Question: 14 🔗
Can a ghost use its aging attack from the Astral Plane? What is the range of the attack? When a ghost attempts to take over the character's body from the Astral Plane, where does the life essence of the target go if she fails her saving throw and the ghost takes over her body? To the Astral Plane? And if so, how can the essence be recovered? If the ghost fails to take over a body, does it have to assume its semimaterial form? Or can it assume semimaterial form at will? If the ghost does not materialize, can it be attacked?
 Ghosts roam the Ethereal Plane, not the Astral. Should a ghost find its way onto the Astral Plane, it cannot affect creatures on any other plane.
 Aging (and fear) from a ghost occurs whenever a living creature sees one; creatures on the Prime can see Ethereal ghosts (but not Astral ghosts). There's no real range limit, but the creature must be close enough for a good look. (See Table 62 in the Player's Handbook.)
 A ghost need not semi-materialize to deliver its magic jar attack, but it must materialize to use its touch attack.
 If a victim fails his or her saving throw vs. a ghost's magic jar attack, the victim's life force is not displaced from the body—it is merely shunted aside as the ghost takes control. If a ghost's magic jar attack fails, it is not compelled to materialize and use its touch attack, but most ghosts usually do so.
 Ethereal ghosts are effectively unassailable when their opponents have no access to the Ethereal Plane. PCs who meet a ghost they cannot attack would do well to beat a hasty retreat.
Attributes: 2E

Sage Advice #261 p. 10 (July 1999), Question: 15 🔗
When a staff of the magi overloads, it explodes and deals damage. How do I calculate the damage?
 When a staff of the magi explodes (either in a retributive strike or from overloading), the resulting blast has a base value of 8 points of damage times the number of charges in the staff (200 points for an overloaded or fully charged staff). This falls to 6 points per charge against creatures that are more than 10 feet but fewer than 20 feet away from the staff (150 points for an overloaded or fully charged staff). The damage falls to 4 points per charge against creatures that are more than 20 feet but fewer than 30 feet away from the staff (100 points for an overloaded or fully charged staff). Creatures more than 30 feet away suffer no damage. A saving throw vs. spell applies; success reduces damage by half.Attributes: 2E

Sage Advice #261 p. 10 (July 1999), Question: 16 🔗
What is an unseen servant's movement rate? Could an unseen servant wear clothing, such as a cloak?
 I suggest a movement rate of 6. An unseen servant is just a force; it has no body and cannot wear anything. It could carry a cloak or carry a frame that supports a cloak.Attributes: 2E, Spell

Sage Advice #261 p. 10 (July 1999), Question: 17 🔗
Can a wizard or priest memorize the same spell more than once? I ask because I have a silly rules lawyer in my campaign who insists that because a spell is wiped from a character's mind when cast, all "copies" of the spell would be wiped away, too. Weird, huh?
 Yup, that's weird. A character certainly can prepare (memorize) a spell more than once. Each spell memorized counts against the character's daily limit. When the character casts a spell, that spell and only that spell vanishes from the character's mind, leaving all other spells (even "copies" of the cast spell) intact.Attributes: 2E, Spell

Sage Advice #261 p. 10 (July 1999), Question: 18 🔗
Is there such a thing as a circlet or crown that allows ioun stones to be set into it? If such an item exists, how many stones can it hold and where is it listed?
 I'm not familiar with any such item. In any case, ioun stones must trail and circle the user to be effective, so placing a stone into a setting would render it ineffective. Note that there is no limit on the number of ioun stones a character can use at once (though the DM could set one).Attributes: 2E

Sage Advice #261 p. 10 (July 1999), Question: 19 🔗
If a character is slain while using a hat of disguise, does the wearer retain his original form? Or does he remain in his altered form even after being slain? If the latter is true, what would happen to the corpse when it decomposes? Will the skeleton reflect the altered form?
 As general rule in the AD&D game, a creature that dies when in an assumed form reverts to its natural form upon death. In any case, the effect from a hat of disguise ends the instant the wearer dies.Attributes: 2E

Sage Advice #261 p. 11 (July 1999), Question: 20 🔗
Tanar'ri suffer only half damage from gases. What would the effects of petrification gas be in that instance? Also, if the tanar'ri suffer no damage from poisons, then why would they need to worry about taking half damage from poisonous gases when they already suffer no damage from them?
 Gases that don't inflict damage have their normal effect on tanar'ri. A petrification gas petrifies a tanar'ri.
 Tanar'ri suffer no damage from poisonous gases (such as cloudkill) and half damage from corrosive or purely damage-inflicting gases (such as green dragon breath).
Attributes: 2E

Sage Advice #261 p. 11 (July 1999), Question: 21 🔗
When the Hovering At Death's Door optional rule is in play, can you use a goodberry to help a character who has negative hit points but who is still alive? I have been told by players that reflex actions would cause someone to swallow a berry placed in a character's mouth. How is beyond me. I would think that the berry would get stuck and have to be forced back out just as someone choking on something would need the Heimlich maneuver. What would stop the berry from getting stuck in the wind pipe or throat?
 Your doubts are reasonable. In spite of what many roleplayers believe, unconscious people cannot chew or swallow. Gagging is a reflex; swallowing is not.
 On the other hand, most DMs allow things like healing potions to work if someone just puts some in a character's mouth or trickles some down the throat. Goodberries could be used in the same way.
Attributes: 2E, Spell

Sage Advice #261 p. 11 (July 1999), Question: 22 🔗
How long does a goodberry last anyway?
 Goodberries last 1 day + 1 day per level (the spell duration).Attributes: 2E, Spell

Skip Williams is looking forward to a large supply of goodberries of a sort after laboring long and hard on beds of strawberries and raspberries at his Seattle area home.

Sage Advice #262, August 1999

This month, the Sage ponders sundry AD&D® game questions straight from the mailbag and makes a side trip into the universe of the ALTERNITY® game.

Sage Advice #262 p. 22 (August 1999), Question: 1 🔗
I am a little confused about reaction adjustments for Charisma. Is there a chart showing how NPCs react? I have found a chart in the DUNGEON MASTER® Guide for creature reactions, but I don't think it applies to NPCs.
 Use Table 59 in the DUNGEON MASTER Guide. The chart works for monsters and NPCs. Positive Charisma adjustments (reaction bonuses) are subtracted from the 2d10 roll. Negative Charisma adjustments (reaction penalties) are added to the 2d10 roll.
 It takes some common sense and improvisation to use the table. For example, if PCs try to bluff their way past a group of guards by posing as entertainers, you might use the first column on the chart (for a friendly approach). No matter what the PCs' Charisma scores are, they probably won't succeed unless at least one of them has a decent entertainment proficiency (Singing, Dancing, Tumbling, or the like). If the PCs put on a good performance, you might allow them a normal roll on Table 59; if they blew the performance, they should suffer a penalty.
 If the PCs roll low on Table 59, the guards will be friendly toward them, but that doesn't mean the guards look the other way while the PCs sneak past them. Unless the guards are really stupid or exceedingly disloyal to their employers, they'll probably just smile and offer the PCs a few coins for a good performance. If the PCs push their luck, the friendly guards might conclude that the PCs are crazy (or drunk) and might try to capture the PCs in as gentle a manner as they can manage. Even if the guards agree to admit the PCs, they might insist on giving them an escort.
Attributes: 2E

Sage Advice #262 p. 22 (August 1999), Question: 2 🔗
The Complete Sha'ir's Handbook says a spellslayer must perform an attack roll to use the special power of disconnecting an enemy wizard from his or her spells. Can the spellslayer use this power only in melee? What AC must the spellslayer hit? Which magical protections apply?
 Spellslaying is strictly a melee attack. The spellslayer has to hit the target's regular Armor Class. If the spellslayer hits, the target is allowed a saving throw vs. death magic to avoid the effect. Any defensive magical item that provides a general bonus to saving throws (as opposed to a bonus vs. a specific attack form) applies to the death save. Ability bonuses, racial bonuses, and magic resistance do not apply.Attributes: 2E, Class

Sage Advice #262 p. 22 (August 1999), Question: 3 🔗
The description for the 2nd-level rain of blood spell from the Complete Sha'ir's Handbook says that each target in the area of effect loses hit points equivalent to their Armor Class every round. What happens to targets that have negative Armor Classes? Surely they aren't healed!
 The spell has no effect, or you can assume there is a minimum loss of 1 hit point around. I recommend the latter.Attributes: 2E, Spell

Sage Advice #262 p. 22 (August 1999), Question: 4 🔗
Will a character who has been shot with an arrow suffer additional damage if he or she continues to fight, move, or take other strenuous action before pulling out the arrow?
 A hit from an arrow inflicts damage only once (barring some special magical property the arrow might have). Note that in the AD&D game's abstract combat system, any nonfatal "hit" from an arrow probably represents the arrow just scratching the target or perhaps bouncing of the target's armor.Attributes: 2E

Sage Advice #262 p. 22-23 (August 1999), Question: 5 🔗
My character found avery unstable bridge that spanned a chasm. I decided to send the character across, and my DM informed me that my character had to make six Dexterity checks. Do you think six Dexterity checks is too much? By the way, I failed one of the checks, and the character fell to his death.
 If your DM didn't think six Dexterity checks were too many, I sure don't. Perhaps your DM made an error, or perhaps you did. The next time you're faced with a similar situation, be sure you understand what your character is facing. Ask how long the bridge is. Ask how hard the wind is blowing. Have your character look at and feel the bridge's surface to find out if it's slippery. Have your character put a foot on the bridge to see if it sways or bounces easily. Finally, when it comes time to make that first Dexterity check, ask how far your character has gone—the first check might be a sign that it's time to turn around and go back to solid ground.Attributes: 2E

Sage Advice #262 p. 23 (August 1999), Question: 6 🔗
The priest spell stone shape has a casting time of 1 round. Does this mean that the stone being shaped slowly flows into its new shape as the spell progresses? Or is the stone shaped instantly when the spell is finished? Is it possible to use a stone shape spell to make an area of stone swallow up a foe and crush him?
 Exactly how stone shaped with a stone shape spell acts is up to the DM. Each use of the spell, however, can make the stone take only one new shape. It would take two spells (and thus 2 rounds of spellcasting) to make a pit and then close it up. Creatures caught in such a pit are expelled from the pit, not crushed.Attributes: 2E, Spell

Sage Advice #262 p. 23 (August 1999), Question: 7 🔗
Is it possible to use a cloak of displacement and a ring of blinking together? If so, what would the effect be?
 Yes, characters can wear magical cloaks and magical rings together, even these two.
 When the character is attacked, first check to see if the ring of blinking foils the attack. If the ring does not foil the attack, resolve the attacks exactly as you would against any other person wearing a cloak of displacement. That is, the first attack against the cloak wearer during the encounter fails. If this is not the, first attack against the cloak wearer this encounter, the cloak wearer receives a -2 Armor Class bonus. This is true even if the cloak wearer has evaded an earlier attack through blinking.
Attributes: 2E

Sage Advice #262 p. 23 (August 1999), Question: 8 🔗
The Morale section in the DUNGEON MASTER Guide says the base morale rating for henchmen is 12 and that hirelings have a base morale of 10. Table 49, however gives the ratings as 15 for henchmen and 12 for hirelings. Which is correct?
 Use the values from Table 49.Attributes: 2E

Sage Advice #262 p. 23 (August 1999), Question: 9 🔗
According to the College of Wizardry accessory, the skill score for the Aleph I proficiency is level minus 4, adjusted for Wisdom. Which Wisdom modifier applies? If the subability rules from Skills & Powers are in play, which Wisdom subability applies?
 Use the character's magical defense adjustment from Wisdom. The Wisdom/Willpower subability determines a character's magical defense adjustment.Attributes: 2E

Sage Advice #262 p. 23 (August 1999), Question: 10 🔗
What does a person charmed with the 1st-level charm person spell feel once the spell is finally broken? Does the subject know he or she was tricked? Or does the subject simply lose the attraction to the spellcaster? If a charmed person is treated well while the spell is in effect, could the character actually choose to become a henchman? What happens if a character is charmed and then the charm caster dies?
 There's nothing in the charm person spell description that implies the subject can feel the spell taking effect or wearing off. The spellcaster also does not necessarily know whether the spell works or when it has ended. When a charm person spell wears off, the subject simply no longer finds the caster so trustworthy and companionable. Particularly sharp characters probably suspect a magical influence.
Charm person subjects also do not automatically feel hostility toward the spell caster when the effect wears off, though any hostility they might have felt before receiving the spell remains (perhaps amplified by the caster's actions while the spell was running). If a subject was not inclined to dislike the spellcaster before receiving the spell and nothing has happened that would sour the subject's opinion of the caster, there is no reason why the subject and the caster could not interact normally from then on. In such a case, the subject is just as likely to become the caster's henchman as any other NPC.
 If a charm person caster dies before the spell's effect on a subject wears of, nothing special happens. The spell runs its course and can be detected or dispelled. However, only the caster can exercise control over the subject. Since the caster is dead, the lingering spell has no further effect on the subject, though the subject might feel some regret over the passing of his or her "friend."
Comment: Soft follow up to #215 about and what can be done with charm personAttributes: 2E, Spell, Charm

Sage Advice #262 p. 23 (August 1999), Question: 11 🔗
If a target has both cover and concealment, how is the modifier calculated? For example, a bandit is standing halfway behind a tree (50% cover, or 4 to Armor Class), and the surrounding undergrowth provides 25% concealment (-1 to Armor Class). What is the resulting modifier? Technically, you can't just add them together, because concealment is more effective when there is less to conceal.
 In general, do not add similar modifiers together. In this case, you could assume the character is 75% concealed (50% hard cover implies 50% concealment, plus the additional 25% from the undergrowth). This grants only a -3 Armor Class bonus, which is still not as good as the -4 Armor Bonus from 50% cover, so just use the better bonus.Comment: Similar to #193Attributes: 2E

Sage Advice #262 p. 23 (August 1999), Question: 12 🔗
Is the table of movement rates for the cube of force correct? Why would the effect of the first face, which only keeps out gases, impose the slowest movement rate?
 The movement rate for the first face should be 10, not .1Attributes: 2E

Sage Advice #262 p. 23-24 (August 1999), Question: 13 🔗
The spell darkning bolt is listed as a 4th-level spell in the Wizard's Spell Compendium, Volume 1. However, some of the spell lists in Volume 4 list darkning bolt as a 3rd-level spell. Which is correct? (There is something of a revolt brewing among the wizards in my campaign.)
 Better man the barricades. Darkning bolt is a 4th-level spell. Its presence on 3rd-level spell lists is an editorial error.Attributes: 2E, Spell

Sage Advice #262 p. 24 (August 1999), Question: 14 🔗
If a specialty priest has access to a sphere, but the sphere has the notation "(rev)," is the character limited only to the reverse versions of spells within that sphere?
 Any book that contains priest listings wil include a section (usually in the front) on how to read the listings; check there to find out what "(rev)" means in a particular book. If the book offers no explanation, assume that "(rev)" means the priest must use a spell's reverse—and only the reverse—if it has one.Attributes: 2E, Class

Sage Advice #262 p. 24 (August 1999), Question: 15 🔗
I have a priest in the party who wants to use the dimensional folding spell as a banishment tool. He casts the spell below a target he wishes to do away with and sends the victim to a point 10 feet above a volcano that the character spent a reasonable amount of time locating and viewing. Is it OK to allow the target a saving throw?
 The gate this spell creates is always vertical (or parallel to the caster in locales that lack any definite "up" or "down"). The gate cannot be placed on or beneath a creature. If the gate is placed so that a creature might blunder into it by accident, the creature receives a saving throw vs. spell, adjusted for race, Dexterity, and magical defenses. Note that it might be possible for one of the caster's enemies to push the caster through the gate.Attributes: 2E, Spell

Sage Advice #262 p. 24 (August 1999), Question: 16 🔗
Can spells such as power word, stun and power word, kill be successfully cast on creatures without minds, such as undead or golems?
 The presence or absence of a mind has no effect on the workings of a power word spell. Golems, however, cannot be affected by power word spells—or most other spells for that matter. (See the golem descriptions in the MONSTROUS MANUAL™ tome.)
 Only living creatures can be killed by death effects, which lets undead creatures of the hook for power word, kill. I recommend that you allow only living creatures to be stunned, as well.
Attributes: 2E, Spell

Sage Advice #262 p. 26 (August 1999), Question: 17 🔗
Would an earth elemental be turned to stone if hit by a petrification spell or gaze attack? I assume that, being earth- and stone-based, it would be immune or possibly slowed by such attacks, but not petrified.
 Earth elementals have no immunity to petrification attacks (though giving them such an immunity would be OK as a house rule). If they fail their saving throws against petrification effects, they become lumps of inert stone, just as other creatures do.Comment: Possible candidate for a petrification attribute.Attributes: 2E, Spell

Sage Advice #262 p. 26 (August 1999), Question: 18 🔗
When using the fatigue rules in the Combat & Tactics book, do you deduct 2 fatigue points from a character who makes 2 attacks in one round? What about spellcasters? Do they lose fatigue points from casting spells? What about missile attacks and hurled weapons? Is it 1 fatigue point per missile? Do you also deduct for special attacks like disarming, parrying, overbearing, and grabbing?
 Yes to all of these. Note that characters are supposed to gain 1 fatigue point per level, plus the base value for their hit dice, not just the base value of their hit dice. (This is an official correction to the fatigue rules on page 28.)Attributes: 2E

Sage Advice #262 p. 26 (August 1999), Question: 19 🔗
Exactly what does it mean when an evil priest gets a "T" or "D" result when turning a paladin? Is the paladin turned or commanded? Does a successful turn allow an evil priest to turn 2d6 paladins or just one?
 A successful turning attempt against a paladin is always a turn result; paladins are never controlled or destroyed.
 A successful turn attempt affects 2d6 paladins unless the chart shows a D*, in which case the priest turns 2d6 + 2d4 paladins. Note that priests turn paladins as through the priests were three levels lower than they actually are.
Attributes: 2E, Turn Undead

Skip Williams notes that it is bad form to tease your group's paladin when he or she has been turned by an evil priest, though Skip also admits that it's fun.

Sage Advice #263, September 1999

This month, the Sage examines a potpourri of questions about the AD&D® game, including a string of queries about specialty priests from the FORGOTTEN REALMs® setting.

Sage Advice #263 p. 22 (September 1999), Question: 1 🔗
Does afire elemental have any weight? Other elementals clearly do, or at least they can supply force. If a character were immune to fire, could the elemental cause harm beyond smothering? Can a character lift afire elemental with telekinesis? Do they leave footprints in mud?
 Fire elementals are corporeal creatures; their bodies have mass, meaning they have weight if there is gravity. So, the short answer to all your questions is, "yes."
 Opponents immune to fire (such as red dragons and fire giants) suffer damage from a fire elemental's attacks. Reduce the damage by one point per die, but never reduce damage below one point per die. A fire elemental cannot set a fire-resistant opponent aflame.
Attributes: 2E

Sage Advice #263 p. 22 (September 1999), Question: 2 🔗
The Skills & Powers book introduces subabilities. Which of the two Dexterity subabilities (Balance or Aim) affects the penalties for fighting with two weapons?
 Aim.Comment: This makes little sense. According to the PHB the penalty for attacking with two weapons is reduced by the Reaction Adjustment column. Aim only has Missile Adjustments. The Reaction Adjustment column is tied to the Balance subability score.Attributes: 2E

Sage Advice #263 p. 22 (September 1999), Question: 3 🔗
Some kits from the Complete Barbarian's Handbook allow a character to improve Armor Class through levels. Is this Armor Class based on Dexterity?
 No, it's based on levels. Perhaps you are wondering whether some of the same things that negate Dexterity-based Armor Class bonuses also negate these class-based bonuses? It depends on the ability. The ravager, for example, has "natural armor," which works like armor, not like Dexterity. The brushrunner, on the other hand, gains an Armor Class bonus from the battle frenzy ability; this works like a Dexterity bonus. DMs must examine each kit and decide how any Armor Class bonus the kit grants is achieved.Attributes: 2E, Class

Sage Advice #263 p. 22 (September 1999), Question: 4 🔗
Will a stoneskin spell make a difference in the recipient's appearance?
 According to the spell description, no. Nevertheless, having a stoneskin recipient's skin take on a stony color, texture, or both wouldn't be a bad house rule.Attributes: 2E, Spell, Stoneskin

Sage Advice #263 p. 22 (September 1999), Question: 5 🔗
What would happen if a character with a free action effect were to fall from a great height into a body of water? If the character can move through the water like air, would he or she simply fall the extra distance and take the additional damage at the bottom of the sea floor?
 A free action effect does not allow the recipient to pass through barriers, nor does it keep the recipient from floating or swimming. The character in your example suffers normal falling damage for the distance fallen to the water. Once in the water, the character has to find a way to leave without drowning.Attributes: 2E

Sage Advice #263 p. 22 (September 1999), Question: 6 🔗
Sorcerers from the AL-QADIM® setting specialize in two elements, and elemental mages learn one. If the spellpoint rules from the Spells & Magic book are in play, do both types of character receive extra spell points for being specialists?
 The sorcerers of Zakhara are generalists and cannot claim extra spell points for specialization. The elemental mages of Zakhara are specialists, and they gain bonus spell points to spend on spells from the province in which they specialize.Attributes: 2E, Class

Sage Advice #263 p. 22 (September 1999), Question: 7 🔗
I am confused about how paladins and rangers can spend their spell points under the Spells & Magic spell point system. The tables imply that members of the two classes receive orisons, which are from the All sphere. As far as I know, neither class gains access to that sphere.
 Paladins and rangers do not have access to the All sphere; however, orisons are shown on Table 34 because customized paladin or ranger characters (see Chapter 3) can choose access to the All sphere.Comment: Suggestion in #237 to give paladins and rangers access to the All sphere.Attributes: 2E, Class

Sage Advice #263 p. 23 (September 1999), Question: 8 🔗
Does a glassteel spell transform glass into transparent metal, or does the spell just make glass very hard? The distinction is important because of item saving throws. For example, suppose a character pokes a glassteel sword into a black pudding: does the sword save vs. the acid effect like glass (saves on 4) or like metal (saves on a 13)? If the same sword is struck by lightning, wil it save like glass (saves on a 17) or like metal (saves on a 12)?
 The glassteel spell makes glass or crystal as strong and tough as steel, but it does not transform the material into metal. A glassteel item makes item saving throws as glass or metal, whichever is better. Attributes: 2E, Spell

Sage Advice #263 p. 23 (September 1999), Question: 9 🔗
Warriors with the swashbuckler kit (from the Skills & Powers book) get an armor bonus when wearing armor no heavier than studded leather. Is this weight- or performance-related?
 Performance related. The armor's base Armor Class (AC value before Dexterity or shields) can't be better than Armor Class 7. If the limit were based on weight, a weight limit would have been given.Attributes: 2E, Class

Sage Advice #263 p. 23 (September 1999), Question: 10 🔗
If an arm is mostly eaten away by green slime, can you use a pearly white spindle ioun stone to regenerate it, or do you need a ring of regeneration? If you can regenerate it, how long does it take?
 A pearly white spindle ioun stone works just as a ring of regeneration, which can restore lost limbs. (The manner of loss is seldom relevant.) Just like the ring, the stone can repair only damage that the user has suffered while using the stone. That is, the stone must be active and circling the character at the time the limb is lost.
 Here are some sample regeneration times, updated from a much older "Sage Advice" column:
Appendage Lost Time
Finger/Toe 30 Minutes
Hand/Foot 1 Hour
Forearm 2 Hours
Arm 4 Hours
Leg 8 Hours
Head 1 Day
Attributes: 2E

Sage Advice #263 p. 23 (September 1999), Question: 11 🔗
Are ghouls and ghasts affected by holy water? The MONSTROUS MANUAL™ tome does not mention if they are affected.
 Yes, undead creatures are susceptible to holy water unless their descriptions specifically say they are not. If no damage figures for holy water are given, then a direct hit with a vial of holy water inflicts 1d6+1 points of damage, and a splash inflicts 2 points.Comment: This explains why skeletons takes more damage. They are more susceptible to holy waterAttributes: 2E

Sage Advice #263 p. 23 (September 1999), Question: 12 🔗
A heated argument has broken out in my campaign over the definition of a humanoid and what races do and do not fall into that category. A player used a wish so that his character could change into any humanoid form of his choosing three times a day. Now, does this just mean humanoids under the definition presented in the table included in the potion of human control description? Or is a humanoid any creature with two arms, two legs, and a head?
 In the 2nd-Edition AD&D game, a "humanoid" is a bipedal, generally human-shaped creature (two arms, two legs, and one head, tail optional) of human size or smaller. Creatures such as ogres and giants may fit the biological or science-fiction definition of humanoid, but these creatures are not humanoids according to the AD&D game definition of the term.
 Older versions of the game used a slightly different definition of the term humanoid. For example, in the original AD&D game, humanoids were bipedal, human-shaped creatures of approximately human size that were not humans or demihumans. The category included kobolds, goblins, hobgoblins, orcs, and gnolls. Gnomes, elves, and dwarves were not included because they are demihumans, and neither were humans. You can see traces of the old human/demihuman/humanoid split in the potion of human control table.
Comment: Candidate for human/animal/monster definitionAttributes: 1E, 2E

Sage Advice #263 p. 23 (September 1999), Question: 13 🔗
The College of Wizardry supplement has a section about the Language Primeval, which allows certain bonuses to wizards when they cast spells. How would this language impact 10th-level spells?
 Characters gain a -5 bonus to the base difficulty when preparing and casting true dweomers with the Language Primeval, The difficulty modifier for being a specialist (see Table 34) is cumulative with this modifier.Attributes: 2E, Class, Spell

Sage Advice #263 p. 23 (September 1999), Question: 14 🔗
The penalties for paladins, rangers, and druids who do not act according to their allowed alignments are clear. But what about thieves? If a thief is "saved" by a lawful good character and turns over a new leaf, changing alignment to lawful good, can the character still use thief skills? Obviously, the skills wouldn't be used to commit a crime, but is there anything stopping a thief who becomes lawful good from, for example, finding traps in a dungeon?
 Under the current rules, thieves cannot begin play with a lawful good alignment, but there's no reason to assume they could not switch alignments during play (given the proper sequence of campaign events). I don't recommend giving such characters any special penalties.Attributes: 2E, Class

Sage Advice #263 p. 23 (September 1999), Question: 15 🔗
I picked up the Scarlet Brotherhood expansion and have some questions about the revised monk. What THAC0 table do they use? What saving throw category do they use? Do they qualify for exceptional Strength? Are they able to use "cleric only" items?
 Monks use priest THAC0 and saving throws. They are not eligible for exceptional Strength. They can use thief-only magical items and items not restricted by class.Attributes: 2E, Class

Sage Advice #263 p. 23-24 (September 1999), Question: 16 🔗
s a living wall an undead creature? Can it be turned? Does it suffer the same damage from a wand of illumination as an undead creature?
 Living walls are not undead per se; they're constructs, somewhat like flesh golems. It's fine, however, to assume that they are "unclean" and to make them susceptible to damage (just like undead creatures) from a wand of illumination.Attributes: 2E

Sage Advice #263 p. 24 (September 1999), Question: 17 🔗
What is the effect on an individual who is caught inside Daern's instant fortress when it shrinks back to its compact size? Is the creature trapped in an extra-dimensional space, crushed in the shrinking, or what?
 The individual will be physically expelled from the fortress in a random (and potentially painful) direction. If there is no room to eject the individual, the fortress cannot shrink.Attributes: 2E

Sage Advice #263 p. 24 (September 1999), Question: 18 🔗
Since half-elves are allowed to be specialty priests of Mystra (dweomerkeepers), are they allowed to retain the ability to multiclass? For example, can half-elves be dweomerkeeper/mages?
 Mystra is primarily a human deity and her specialty priests—even the occasional elf or half-elf—are single classed. In general, once a character becomes a specialty priest, the character must obey all requirements and restrictions that come with the priesthood, no matter what options might otherwise be open to members of the character's race. Attributes: 2E, Class

Sage Advice #263 p. 24 (September 1999), Question: 19 🔗
I was wondering whether priests of Yondalla (from the Demihuman Deities book) can use the spells of Arvoreen's priests, and vice versa? Are the spells of other deities open to their fellow pantheon members? I can see how that would be difficult considering the numerous deities of the human pantheon, but Demihuman Deities specifically talks about how the elven and halfling pantheons are close and very familial.
 According to page 21 of Faiths & Avatars, the spells of any particular priesthood are available only to that priesthood. In makes no difference how chummy the deity might be with another deity. Note that some spells are specific to more than one priesthood; if this is the case, however, it will be so noted in the description of each priesthood.Attributes: 2E, Class

Sage Advice #263 p. 24 (September 1999), Question: 20 🔗
Can a dweomerkeeper (or any other priest for that matter) research a priestly version of a wizard spell? How about a spell belonging to specialty priests of another deity? It seems that, if Mystra can cast these spells, her specialty priests should at least have a chance to research a version of them.
 There's no rule against priests researching wizard spells, but I don't recommend it. If you allow it as a DM, all priests should be able to do so, not just dweomerkeepers. No priest can successfully research spells that are exclusive to another religion (see previous question). It's true that Mystra, as the goddess of magic in the FORGOTTEN REALMS setting, has considerable personal spellcasting power. She does not (or perhaps cannot) share that ability with her priests.Attributes: 2E, Class

Sage Advice #263 p. 24 (September 1999), Question: 21 🔗
Why, oh why, do dwarves now stink at turning undead? In the Demihuman Deities book, the priests of dwarven gods cannot turn undead until 7th level, and then only at four levels lower than their actual level. I cannot think of any reason for this. What was the reason?
 Actually, dwarves have not suddenly gotten worse at turning undead, at least not in the FORGOTTEN REALMs campaign. The Demihuman Deities rules give dwarven priests better turning abilities than those presented in Dwarves Deep (the previous definitive text on dwarves in the Realms).
 Dwarven deities just aren't terribly concerned about granting the turn undead ability. Note that many dwarven specialty priests don't have any undead turning ability at all. (Check each specialty priest description for details.) Dwarven clerics have the 7th-level limitation as you noted but also gain a +2 attack and damage bonus when fighting undead. (See the Dwarven Priests section on page 185 of Demihuman Deities.)
Attributes: 2E, Class

Sage Advice #263 p. 24 (September 1999), Question: 22 🔗
According to the Demihuman Deities book, specialty priests (xothor) of Dugmaren Brightmantle can use all magical items? All? Is this an acknowledged error for which there is errata? If not, there should be some logical restrictions. Dugmaren Brightmantle is an appropriate god to allow his dedicated followers to use many magical items, but "all" seems to be pushing it. For example, xothor should not be able to use magical platemail, since their armor restriction precludes wearing armor heavier than chain. What about items that work best for one particular class? For example, anyone can use a wand of magic missiles, but a wizard can get more oomph from it than anyone else.
 No error: Xothor must obey the armor and weapon restrictions set forth in their priesthood entry. Otherwise, they can pick up and use most magical items just as though they were of the "correct" class and race to use them. Note the special rules about scroll use in the description of the priesthood.
 The ability does not extend to class-specific written items. For example, magical books, manuals, librams, and tomes still affect xothor as priests. For example, a xothar who reads a book of vile darkness is in trouble, and the character's flair for using magical items won't help. Likewise, a xothar cannot benefit from a manual of stealthy pilfering or a libram of silver magic.
 The ability does not affect any alignment restriction an item might have. If a xothar handles an intelligent weapon of the wrong alignment, the character suffers damage. A xothar cannot use or even handle a talisman of ultimate evil.
Attributes: 2E, Class

Sage Advice #263 p. 24+26 (September 1999), Question: 23 🔗
Drow of the Underdark indicates that priestesses of Eilistraee may wear only magical armor. More recently, in Demihuman Deities, it says they may also wear armor of drow manufacture. What about normal elven chainmail? The DUNGEON MASTER® Guide says it is "magical armor," although it grants no plusses and had no special effects beyond being lighter than other armor. Am I correct in assuming that normal elven chain does not even radiate magic?
 A strict reading of the Denhuman Deilies entry for Eilistraee would leave out elven chainmail unless it actually bears an enchantment. Elven chainmail might seem to fit the power's idiom nicely, but remember she is a drow deity, not an elf deity. She and her priests do not favor things elven, in spite of their good alignments
 In any case, elven chainmail does not radiate magic unless it actually bears an enchantment.
Attributes: 2E, Class

Sage Advice #263 p. 26 (September 1999), Question: 24 🔗
Can delvesons (dwarven priests from the Demiuman Deities book) be multiclassed characters? What does the reference to delveson fighters mean? Can delvesons be multiclassed cleric/fighters?
 Player character delvesons cannot be multiclassed, even as cleric/fighters. My FORGOTTEN REALMS sources tell me that Citadel Adbar has a group of fighter/delvesons, but they're an exception.Attributes: 2E, Class

Sage Advice #263 p. 26 (September 1999), Question: 25 🔗
I'm a little confused about the entries for specialty priests of both Thoth and Isis (from the Powers & Pantheons book). They break the rule for multiclassed humans. I get that, but there are some things that I don't understand. For example, when it says that they don't divide their hit points when they advance as clerics and that they roll 1d8 for their hit points when they do advance, does that mean that they don't roll for hit points when they advance as wizards?
 You seem to be referring to scriveners and skyweavers. These characters roll 1d8 for hit points each time they gain a priest level (to a maximum of 9d8) and roll no dice for hit points when they gain wizard levels. After 9th level, these characters gain 2 hit points at each priest level and still gain no hit points for their wizard levels.Attributes: 2E, Class

Sage Advice #263 p. 26 (September 1999), Question: 26 🔗
If a character is rolled with the appropriate statistics for a paladin, but the player decides to make the character a regular fighter, can that character become a paladin later on (using the dual-classed rules)? It seems like something that could happen, when you think about it.
 Technically, no. A character using the dual-class rules can have only one class from each group. The DM, however, certainly can allow the character to switch to the paladin class. I recommend that the character make the switch right after gaining a new fighter level. The character should then observe all the paladin restrictions and be required to earn enough experience to reach the next paladin level.
 For example, a fighter who has just reached 6th level becomes a paladin. The character must have 75,000 experience points before he becomes a 7th-level paladin. In the meantime, the character must give up weapon specialization, tithe, and otherwise act as a paladin—before gaining any of the paladin's benefits. If the character performs exceptionally well, the DM might want to award some paladin benefits a little at a time, say every 10,000 XP or so. Some benefits that would work well for "early delivery" would include the paladin's +2 saving throw bonus, disease immunity, lay on hands ability, and detect evil ability.
Comment: Another example of dual class in the same group.Attributes: 2E, Class, Dual-class within group

Sage Advice #263 p. 26 (September 1999), Question: 27 🔗
If a low-level wizard found a spellbook with lots of spells ranging from 1st to 9th level, could the wizard identify the spells well enough to know what they are? For example, could a 5th-level wizard who finds a 9th-level meteor swarm spell know what the spell is? I understand that a wizard cannot cast a spell that is too difficult for the wizard's current level unless the spell is contained on a scroll or the character has some other magical assistance. But I am wondering if the wizard can even interpret the spell in question?
 Once a character has studied the new discovery with read magic spell, he or she will understand the new spell's general effects and limitations even though the mage cannot cast the spell.Comment: The first answer against the universal language of magic. This sounds more like a 1E ruling than 2E. It softly contradicts #175 and #253Attributes: 2E, Class

Sage Advice #263 p. 26 (September 1999), Question: 28 🔗
What is the best way to make the d13 needed for the breath weapon of a great wyrm radiant dragon?
 You've found a typo. The damage rating for a great wyrm radiant dragon's breath weapon is 24d12+12.Attributes: 2E

Sage Advice #263 p. 26 (September 1999), Question: 29 🔗
You sure have to answer some oddball questions. Have you ever considered placing the question "Which one of you is the DM?" on your tombstone?
 No. I began using (and repeating) the "Which one of you is the DM?" line about 18 months ago as a response to all the players who have been writing me hoping I'll help them strong-arm their DMs into making things og the players' way. Browbeating DMs is not what this column is all about.Attributes:

Skip Williams says his epitaph of choice would read. "Skip Williams, frequently impolite but seldom inconsiderate."

Sage Advice #264, October 1999

This month, the Sage looks into monsters, spells, and various optional rules for the AD&D® game.

Sage Advice #264 p. 22 (October 1999), Question: 1 🔗
The MONSTROUS MANUAL® tome entries for birds, mammals, fish, and humans don't include frequency, climate, or terrain information. Where can I find this information?
 This information isn't published anywhere. For humans and noncarnivorous animals, the frequency rating is usually Common. Larger or more unusual animals probably have Uncommon frequency, and predatory animals will be Rare or Very Rare.
 The climate entry should usually be Any Land or Any Non-Arctic Land, but keep on the lookout for obvious exceptions (such as fish). In any case, only fairly mundane creatures received the kind of abbreviated treatment you've noticed here, so when in doubt, consult any good encyclopedia.
Attributes: 2E

Sage Advice #264 p. 22 (October 1999), Question: 2 🔗
The monster description for the dracolich says that attacks against the creature receive no attack or damage bonuses. Which bonuses don't apply? What about magical items that are specifically made to affect undead? Which of the following combat bonuses would still apply when fighting a dracolich? Strength, weapon specialization, elven bonuses for swords and bows, a magical weapon, a flametongue sword, a bless spell, a prayer spell, oil of sharpness, an aid spell, a helm of brilliance, a sword of dragon slaying.
 No attack or damage bonuses of any kind apply against a dracolich, including all the bonuses you have listed.Attributes: 2E

Sage Advice #264 p. 22 (October 1999), Question: 3 🔗
The Spells & Magic book gives spellcasting levels for various creatures that have spell-like abilities. For example, a pit fiend casts all of its spell-like abilities at 20th level. Does that mean that spells like fireball (which a pit fiend can use as a spell-like ability) that normally have their own level limits (10th in this case) use the creature's own casting level instead?
 Any limits the spell carries still apply unless the creature description specifically says otherwise.
 Note that a fireball has a limit of 10 dice of damage, not a limit of 10th-level casting. In the case of a pit fiend, a fireball spell inflicts only 10d6 points of damage, but it has a range of 210 yards, just as it does for any other 20th-level caster.
Attributes: 2E, Spell

Sage Advice #264 p. 22 (October 1999), Question: 4 🔗
I'm confused by the weapon type vs. armor modifiers optional rule (Table 52 in the Player's Handbook). Do you apply the modifiers to the defender's Armor Class or to the attacker's attack roll?
 According to the text accompanying the table, apply all the modifiers to the attacker's THAC0. Negative modifiers lower THAC0, making the target easier to hit. Positive modifiers raise THAC0, making the target more difficult to hit.Comment: The only modifier that affects THAC0. It was critized in the Polyhedron magazine for being inconsistent.Attributes: 2E

Sage Advice #264 p. 22 (October 1999), Question: 5 🔗
Does the saving throw for a damaging spell happen before or after applying the damage reduction from as pell like protection from lightning or protection from fire?
 Roll the saving throw first, then apply the damage reduction.Attributes: 2E, Spell

Sage Advice #264 p. 22 (October 1999), Question: 6 🔗
Could a psionicist use the empower ability (from the Complete Psionics Handbook) on a very large object—for instance, a building?
 As long as the building meets the requirements for being empowered (it must be new and worth 2.5 to 5 times its normal cost), it can be considered an object and be empowered. Many DMs might not want to consider buildings "objects" for purposes of this power. (For such DMs, I recommend a size limit, perhaps a 10' cube.)Attributes: 2E

Sage Advice #264 p. 22-23 (October 1999), Question: 7 🔗
Are there any special effects when a character uses the psionic residue power (from Dragon Kings) on the Astral plane? If a character has the ability to travel between planes, what happens if he or she goes to all three planes where the residue exists?
 A character using the psionic residue powers gains 1/10th of the PSPs he or she expended during the previous 5 rounds. A psionicist who has absorbed this limit cannot absorb any more PSPs from the same time period, even if visiting all three affected planes.Attributes: 2E

Sage Advice #264 p. 23 (October 1999), Question: 8 🔗
Can characters of any class use the advanced martial arts rules from the Complete Ninja's Handbook, or just fighters? Also, what types of proficiency slots do you have to spend on special maneuvers? Page 42 says you can spend either weapon or nonweapon proficiency slots to learn a style, but page 4 says you must spend a weapon proficiency slot to learn a special maneuver.
 Any character who meets the requirements (knows basic martial arts, finds a master, spends a month in training, and has a proficiency slot to spend) can learn an advanced martial art.
 Characters can spend either weapon or nonweapon proficiency slots to learn styles, but it takes a weapon proficiency slot to learn a special maneuver.
Attributes: 2E

Sage Advice #264 p. 23 (October 1999), Question: 9 🔗
When using the Combat & Tactics rules, how do I determine the melee reach of natural attacks for very big creatures, such as a hydra's bite, a giant's fists, or a troll's claws? What happens when these creatures use weapons? Also, what happens if these creatures have tail attacks? Can such creatures attack behind them? What is the range of the tail attack?
 Large creatures have a melee reach of 1, huge creatures have a reach of 2, and gargantuan creatures have a reach of 3. If these big creatures use weapons, add their "natural" reach to the weapon's reach.
 Unless the creature's description specifically indicates that the creature can attack to the rear with its tail, it can attack only to the front. In any case, reach is the same as the reach for the creature's other attacks.
 If the creature can use its tail to attack behind it, measure the reach for any attack it makes from the creature's rear—even when it attacks to its front. Also apply a -2 attack penalty if the creature reaches over itself (or another creature) to deliver an attack.
Attributes: 2E

Sage Advice #264 p. 23 (October 1999), Question: 10 🔗
The revised version of the symbol spell that appears in the Wizard's Spell Compendium, Volume IV mentions a symbol of spell loss, yet this particular symbol does not appear anywhere in the description of the spell. What are the effects of a symbol of spell loss?
 The text was accidentally dropped from the book, here it is:
Spell Loss: Any creature within the radius immediately loses 1d4 spells from memory. The DM should determine which spells are lost randomly. Creatures with no memorized spells are unaffected. Creatures that have some memorized spells, but not enough to satisfy the loss, suffer no effect beyond the loss of all memorized spells. This symbol must be carefully inscribed.
Attributes: 2E, Spell

Sage Advice #264 p. 23 (October 1999), Question: 11 🔗
The Requiem: The Grim Harvest boxed set has rules for creating undead PCs but doesn't say anything about their Armor Class. Do Undead PCs use the Armor Class listed in the MONSTROUS MANUAL tome for their undead type, do they have a base AC 10, or do they have some other Armor Class number?
 Undead PCs have AC 10, which is subject to armor, Dexterity, and magical protection.Attributes: 2E, Race

Sage Advice #264 p. 23 (October 1999), Question: 12 🔗
The Domains of Dread book implies that sufficiently advanced domains have discovered and used gunpowder. Champions of the Mists, however, states that the RAVENLOFT® setting uses smokepowder, the magical substitute for gunpowder. So which is it, gunpowder or smokepowder?
Smokepowder.Attributes: 2E

Sage Advice #264 p. 23 (October 1999), Question: 13 🔗
If your paladins are traveling far from their church—or any other church, for that matter—how do you handle tithing? Some of my campaigns take the PCs to far away lands, and they do not return for a very long time. I would hate to have to tell my paladins that they had to haul around all of this treasure just so they can tithe. What do you suggest?
 If there is a branch of your paladins' church nearby, they can tithe there. If not, the paladins should set aside tithe money (converting it to a portable form is OK) until they can make a proper tithe. If the paladins find a worthy cause to support with their tithe money (perhaps establishing their own local branch of the church), they can use their tithe money for that. The DM and players must work out such arrangements on a case-by-case basis.Attributes: 2E, Class

Sage Advice #264 p. 23 (October 1999), Question: 14 🔗
In the Complete Book of Humanoids, the kit for saurial paladins on page 69 says the paladin can turn undead and cast cleric spells, yet on page 70, under Special Hindrances, it says that they cannot turn undead or use clerical spells, which is correct?
 You have an older version of the book. (The discrepancy has been corrected in later printings.) The text on page 70 is correct. A saurial paladin's benefits are:
 • +2 saving throw bonus
 • Immune to disease
 • Lay on hands (heal 2 points of damage per level per day)
 • Cure disease once per 5 levels per week
Comment: As stated, this is corrected in the Sixth printing March 1999. There are more benefits than those listed by the sage, in the latest printing.Attributes: 2E, Class

Sage Advice #264 p. 23-24 (October 1999), Question: 15 🔗
Just how powerful is a pixie player character's polymorphing ability? Can you play a pixie and polymorph at will into a dragon when faced with combat? Will the dragon be full sized? Or wil it be a mere 27"-42" long?
 This ability works just like the 4th-level wizard spell polymorph self, which does not allow the user to assume any huge or gargantuan form, nor does ti grant anything like a dragon's combat ability. (See the spell description in the Player's Handbook.) In the case of the pixie, you might want to discard the polymorph self spell's size limits (anything from the size of a wren to the size of a hippopotamus) and instead specify any tiny, small, or human-sized form.Attributes: 2E, Race

Sage Advice #264 p. 24 (October 1999), Question: 16 🔗
In the book Warriors and Priests of the Realms, the benefit of being a warrior of the Elven Court is a full suit of custom made chainmail. What properties does this mail have?
 The special armor is nonmagical elven chainmail as described in the DUNGEON MASTER® Guide.Attributes: 2E

Sage Advice #264 p. 24 (October 1999), Question: 17 🔗
The effect created by a Bigby's grasping hand spell can be anywhere from 5 feet to 21 feet tall, and it automatically immobilizes opponents weighing less that 1,000 pounds. My players insist that human-sized opponents weighing less than 1,000 pounds are totally unable to move or defend themselves when grasped by the hand and are therefore helpless opponents subject to the instant kill rules. I have ruled that creatures immobilized by the hand can be attacked with a +4 bonus (with Armor Class calculated from armor value and magical bonuses only), provided they are greater than 5 feet tall. For opponents less than 5 feet tall, the player characters must find some way to damage the opponent without destroying the hand grasping the opponent. What do you think?
 I think you've made a great ruling. In this case,"immobile" does not mean "helpless."Attributes: 2E, Spell

Sage Advice #264 p. 24 (October 1999), Question: 18 🔗
Most of the Bigby's hand spells can sustain damage equal to the hit points of the caster before being destroyed. I don't recall an Armor Class for these spell effects being mentioned, nor any discussion of what attack forms can affect them. Could you provide some direction?
 The various hand effects have AC 0 (see spell descriptions). They suffer damage as creatures but cannot be stunned or poisoned. Most magical effects that don't cause damage do not affect them; however, a disintegrate spell or a successful dispel magic spell destroys them. A Bigby's hand cannot push through a wall of force or enter an antimagic shell. It suffers damage from the red, orange, and yellow layers of a prismatic wall or prismatic sphere, but it cannot be poisoned, petrified, driven insane, or forced to another plane by the other layers (but it also cannot penetrate the violet layer). A Bigby's hand makes saving throws as its caster.Attributes: 2E, Spell, Dispel Magic

Sage Advice #264 p. 24 (October 1999), Question: 19 🔗
Is it possible for an unconscious character to benefit from a ring of vampiric regeneration? Suppose the ring wearer is at -5 hit points and unconscious, so a comrade takes the unconscious character's hand, places a dagger in it, and stabs an enemy. Would the ring wearer gain any hit points from the attack?
 No. The ring wearer must strike an opponent by his or her own volition and deal damage to gain hit points.Attributes: 2E

Sage Advice #264 p. 24 (October 1999), Question: 20 🔗
Duo-Dimension Dilemma
Does the duo-dimension spell require the user to suffer double damage from all attacks when positioned so that he or she is not perfectly aligned to an attacker? What happens when the user is subjected to an area of effect, such as a fireball? Who can detect the user when he or she is turned so as to be invisible? Since the spell displaces part of the user to the Astral Plane, how do you deal with the subjective time effects of that plane? Isn't the material component cost for this spell (a flat likeness of the caster worth 500 to 1,000 gp) a little steep?

 When a duo-dimension spell is running, the user just plain doesn't exist from the point of view of anyone or anything to the user's right or left. On a square grid, this "non existence" starts with the squares immediately to the left and right and spreads out from there, like so:
*******
*******
******
***
C
***
******
*******
*******

 C = the character
 — = places from which the character effectively does not exist.
 Note that this is only a 7 ¥ 9 grid. The zones of nonexistence extend indefinitely.
 Nothing can affect the duo-dimension user if it originates in one of the — spaces, including melee attacks, missile attacks, and spells. Even fireball blasts do not affect the character if the detonation takes place in a — square. The character suffers double damage from any attack originating from a * square.
 A true seeing spell allows the caster to detect the character, no matter where it is cast, but a detect invisibility spell fails to detect the character if the caster is standing in a — square.
 Ignore subjective time effects unless the spell actually causes the user to enter the Astral Plane fully.
 If you still think the spell is too pricey, treat the flat likeness as a focus, not a component. The focus is necessary for the spell but is not consumed in the cast-
Comment: Seems weird to me that the squares are not mirrored. Column 7, row 3 and 7 should be "—" for the figure to make sense to me.Attributes: 2E, Spell

Sage Advice #264 p. 26 (October 1999), Question: 21 🔗
Can the 6th-level wizard spell demishadow magic duplicate spells such as wall of force, wall of iron, or wall of stone? Demishadow magic can duplicate Evocation spells of 4th- or 5th-level, and these spells are the right school and the right level.
Demishadow magic can duplicate only a spell with a visible effect and a finite duration, which rules out all the spells on your list.Attributes: 2E, Spell

Sage Advice #264 p. 26 (October 1999), Question: 22 🔗
The area of effect listed for the 3rd-level priest spell stone shape is not very clear. The spell description says the area of effect is a 3' cube plus a 1' cube/level. Does that mean a 5th-level priest can shape an 8' cube? Or is it a 3' cube with five 1' cubes stacked on it?
 The latter is correct. A 5th-level priest can affect fourteen 1' cubes (nine 1' cubes, plus five more 1' cubes).Attributes: 2E, Spell

Sage Advice #264 p. 26 (October 1999), Question: 23 🔗
Are multi-classed PCs awarded the 10% bonus to experience points based on ability scores the way single-classed characters are?
 Yes. Divide any XP award the character receives among the character's classes as normal, than add the 10% bonus XP to each subtotal for any class in which the character qualifies for the bonus (that is, has high enough ability scores in the prime requisites for the class). For example, a fighter/mage has a Strength score of 14 and an Intelligence score of 17. The character is eligible for the 10% bonus only for the mage class. If the character earns 1,000 XP, the award is divided in half, 500 XP for fighter and 500 XP for mage. However, the character gains 550 XP for the mage class thanks to the 10% bonus.Attributes: 2E, Class

Sage Advice #264 p. 26 (October 1999), Question: 24 🔗
Exactly which plane is the subject of a wraithform spell on when the spell is in effect? If the subject is on the Ethereal Plane, why must he or she find a crack or hole in a barrier to pass through it? Also, do undead even realize the subject is alive, or do they invariably think the subject is an undead creature?
 The wraithform user does not leave the plane he or she is on when receiving the spell, though wraithform users on the Prime Material can reach into (and be reached from) the Border Ethereal—see the spell description.
 Undead creatures who encounter the wraithform user perceive the character as a wraith or spectre only if the undead have no reason to believe otherwise. Unintelligent undead never figure out the user's true nature. If unintelligent undead have a reason to be hostile to the character, they probably attack even if they perceive the character to be a fellow undead creature). Likewise, intelligent undead are never fooled if they see the user in normal form and then witness the spell taking effect. Powerful intelligent undead, such as liches, gain a saving throw vs. spell at a -4 penalty to recognize a wraithform effect even if they have no reason to suspect that the user is not an undead creature.
Attributes: 2E, Spell

Sage Advice #264 p. 26 (October 1999), Question: 25 🔗
Under the Combat & Tactics rules, is it possible to defeat an undead creature with martial arts attacks? For example, martial arts attacks are pummeling attacks, which inflict ¾ temporary damage and ¼ actual damage. Could an undead creature eventually succumb to that ¼ actual damage?
 Undead are immune to pummeling attacks (including all forms of martial arts) as the Combat & Tactics rules are currently written. You might want to consider a house rule that changes that a little, such as this one:
A martial arts specialist or master can strike without causing an attack of opportunity and can inflict either lethal or subdual damage. When inflicting lethal damage, a martial arts attack counts as a blunt attack; such attacks can affect any creature that can be harmed by nonmagical blunt weapons.
 This rule can help make martial arts a more viable option for adventuring than the original rule allowed. Note that the reason undead are immune to pummeling attacks in Combat & Tactics is that you cannot knock them out. If you allow skilled martial artists to cause lethal damage, then the damage they inflict is just as destructive to undead creatures as a mace, staff, or other blunt weapon.
Attributes: 2E

Skip Williams is the co-author of the Combat & Tactics rulebook and would never think of playing the AD&D game without miniature figures, especially his infamous "bag of death"—a cloth tote bag stuffed with a horde of wiggly rubber monsters.

Sage Advice #265, November 1999

This month, the Sage considers questions about optional rules for the AD&D® game and winds up with a long look at (and through) the wall of force spell.

Sage Advice #265 p. 22 (November 1999), Question: 1 🔗
Do the various player character races from the PLANESCAPE® setting receive modifiers to the new thieving abilities introduced in the Skills & Powers book?
 Here are some suggestions:
Aasimar: Detect Magic +10%; Detect Illusion +10%; Bribe —; Tunneling -5%; Escape Bonds —.
Bariaur: Detect Magic +5%; Detect Illusion +5%; Bribe +5%; Tunneling -5%; Escape Bonds —.
Genasi: Detect Magic +5%; Detect Illusion +5%; Bribe —; Tunneling —; Escape Bonds —.
Githzerai: No modifiers.
Tiefling: Detect Magic +5%; Detect Illusion +5%; Bribe -5%; Tunneling —; Escape Bonds +5%
Attributes: 2E, Race, Class

Sage Advice #265 p. 22 (November 1999), Question: 2 🔗
Which changes to a creature does a true seeing spell reveal? What would a person using a true seeing spell see if looking at the following people:
 • a 60-year-old who was 20 years old before being aged 40 years by a ghost
 • a 20-year-old who was 30 years old before being rejuvenated 10 years by a potion of longevity, or
 • a pony who is actually a shapechanged druid?

 Permanent changes such as aging, ability score loss, alignment shifts, or reincarnation aren't revealed by a true seeing spell. So, in your first two examples, true seeing reveals nothing special.
 Temporary changes in form, or changes based on a continuing magical effect, such as polymorph, shapechange, and illusion magic, are always revealed by true seeing. So in your last example, true seeing reveals a person.
Attributes: 2E, Spell, Magical aging

Sage Advice #265 p. 22 (November 1999), Question: 3 🔗
When a druid shapechanges, all he or she is wearing, plus one object in each hand, merges into the new form. Does this effect work in reverse? If a druid shapechanges into a pony and someone puts a bit and bridle, saddle, saddle blanket, and saddle bags on him, what happens to those items when the druid returns to his normal form?
 They fall of. The transformation of items does not work in reverse.Attributes: 2E, Class

Sage Advice #265 p. 22 (November 1999), Question: 4 🔗
How quickly can the temperature be altered by the spell control temperature 10' radius? Are there any game effects for this spell?
 The temperature changes instantly.
 You can assume that temperatures above 140° Fahrenheit or below 0° Fahrenheit inflict 2d4 points of damage per round. Note that many creatures can easily withstand these extremes; for example, temperatures below °0 do not harm polar bears (or any other type of furry animal, nor do they harm humans wearing heavy clothing.
Attributes: 2E, Spell

Sage Advice #265 p. 22 (November 1999), Question: 5 🔗
Does a ring of fire resistance protect against the effects of normal heat as well as normal fire?
 Yes.Attributes: 2E

Sage Advice #265 p. 22-23 (November 1999), Question: 6 🔗
Can you summarize the rules that have been published over the years (I've been playing since 1982) regarding characters who have been held, paralyzed, stunned, rendered helpless, motionless, or just fallen asleep? What happens in terms of armed combat, unarmed combat (modifications to the THAC0 rolls, initiative rolls, AC adjustments), and spellcasting (saving throw bonuses/penalties, spellcasting time)?
 Table 51 in the Player's Handbook gives all the information you need. Use the "Defender Sleeping or Held" line whenever a creature is completely unable to defend itself. Note that "sleeping" in this case means magical sleep. A character who is just normally asleep uses the "Defender Stunned or Prone" line.
 Characters who have been rendered inactive for any reason cannot cast spells. Such characters suffer a -4 penalty to saving throws.
Attributes: 2E

Sage Advice #265 p. 23 (November 1999), Question: 7 🔗
Can an animal friendship spell disrupt the effects of a find familiar spell or break the bond between a paladin and his or her bonded warhorse? It seems to me that find familiar is more powerful due to its binding effects than a simple "friendship."
 I recommend that you do not allow animal friendship to work on any familiar or bonded mount. Even if you do allow the spell to affect these creatures, it does not disrupt the link between the familiar or mount and its master. At best, the spell makes the familiar or mount friendly toward the animal friendship caster. The animal obeys the caster's commands only as long is the animal's master or mistress is not around to countermand them. In no case can animal friendship compel a familiar or mount to disobey its master or do any harm to the master. Any attack by the caster against the animal or its master breaks the animal friendship spell. Attributes: 2E, Spell

Sage Advice #265 p. 23 (November 1999), Question: 8 🔗
In a game recently, the question arose whether mundane arrows fired from a magical bow can damage creatures harmed only by magical weapons. For example, can a nonmagical arrow fired from a longbow +3 hit and damage a pit fiend?
 No. See the last line of the bow +1 description in the DUNGEON MASTER® Guide.Attributes: 2E

Sage Advice #265 p. 23 (November 1999), Question: 9 🔗
The entry in the MONSTROUS MANUAL™. tome for derro says their savants have access to the paralyzation spell. However, the term savant is never defined, and I cannot find the paralyzation spell in the Player's Handbook or the Tome of Magic. So, what is a savant, and where can I find the spell?
 A savant is a type of derro who can cast spells; see the MONSTROUS MANUAL tome. Paralyzation is an illusion spell. It is included in Volume 3 of the Wizard's Spell Compendium. If you don't have this book, use hold person instead.Attributes: 2E, Spell

Sage Advice #265 p. 23 (November 1999), Question: 10 🔗
Under the AD&D rules, from what spheres can a Knight of Solomnia choose spells?
 Kiri-Jolith's spheres. This gives the knight major access to All, Combat, Guardian, Healing, Law, Protection, and War and minor access to Charm, Divination, Sun, Wards, plus the create food and water spell.Comment: Include in Pantheon of the week, attributeAttributes: 2E, Class

Sage Advice #265 p. 23 (November 1999), Question: 11 🔗
The player characters in my game were forced to place one of their henchmen into a prison of Zagyg, thanks to an unfortunate encounter with a helm of opposite alignment. Then the party ran into their archnemesis, who succeeded in casting a Mordenkainen's disjunction spell on the party. The prison of Zagyg failed its saving throw. What should happen to the character inside? Would the character return to normal size and be extruded through the bars of the prison?
 The prisoner is simply released, unharmed, from confinement. Since the cage simultaneously transports a creature inside and shrinks the target to fit, undoing the enchantment places the creature outside the cage again, at normal size.
 In spite of hints and outright statements to the contrary scattered through the rules, when magic changes a creature or object's size, the subject stops changing size at the point when any further change would damage itself or something else. If the size-changing magic has sufficient duration, the size change might be only temporarily halted until there is sufficient space to complete it.
Attributes: 2E, Spell

Sage Advice #265 p. 23 (November 1999), Question: 12 🔗
Can creatures who are normally invisible see other members of their races? I'm concerned primarily with pixies, sprites, and the like.
 Technically, no. Creatures cannot see other invisible creatures unless their descriptions specifically say they have the detect invisibility power. I suppose you could institute a house rule that says otherwise, but I recommend against it. Note that it is possible to notice invisible creatures (see the description of the invisibility spell) without any magical aid. Also note that many "normally invisible" creatures have the power to become visible and that they might devise all manner of tricks that allow them to track each other visibly. For example, pixies might carry visible objects around with them.Attributes: 2E, Invisibility

Sage Advice #265 p. 23 (November 1999), Question: 13 🔗
The Demihuman Deities book says the duergar's spell-like ability to assume giant size is equal their hit points with a limit of level 10, but I can't find anything about that limit in the MONSTROUS MANUAL™ tome. Is this new rule? Does it apply only to the duergar of the FORGOTTEN REALMS setting or just to duergar priests?
 The MONSTROUS MANUAL tome says the casting level of duergar spell-like racial abilities equals their hit points. The duergar entry says duergar have 1d8+2 hit points. At the time the MONSTROUS MANUAL tome was written, no one had seriously considered duergar with character classes, so duergar in effect have a casting-level limit of 10 for any spell-like ability.
 The ruling given in Demihuman Deities is official for all duergar with character classes in the FORGOTTEN REALMS setting. Prudent DMs wil apply it to all duergar.
Attributes: 2E, Race

Sage Advice #265 p. 23 (November 1999), Question: 14 🔗
The Demihuman Deities book says elf druids are limited to level 12 and half-elf druids are limited to level 9. Specialty priests of these races are limited to levels 16 and 18, respectively. Okay so far, but what happens with specialty priests who are actually druids (such as the priests of Rillifane Rallathil)? Do they count as druids or specialty priests when it comes to level limits?
 In general, if the specialty priest is really another class (such as a druid or ranger), go with the other class's characteristics, including the experience table, saving throws, magical item use, alignment restrictions, level limits, and so on. Be sure to check the specialty priest description for specific exceptions.Attributes: 2E, Class

Sage Advice #265 p. 23-24 (November 1999), Question: 15 🔗
What's the swimming rate of an aquatic trow (from Issue #257). Can a trow use its sense of smell to detect poison in food or drinks?
 I suggest a swimming rate of 12, the same as for a merrow. I suppose any creature with an acute sense of smell could detect a poison with a strong scent, provided that scent was stronger than the scent of whatever food or drink it had been added to. DMs would have to decide which poisons were strong enough to be sniffed out on a case-by-case basis.Attributes: 2E

Sage Advice #265 p. 24 (November 1999), Question: 16 🔗
Say you had six coins, each with a continual light cast on it. If you took all six coins into an area affected by a continual darkness spell, would all of the continual light spells be temporarily negated or just one of them?
 Just one of them. What actually happens is that when the areas of effect of the continual light spells overlap the area of effect of the continual darkness spell, one continual light cancels the darkness effect and is cancelled itself. This cancellation occurs only in places where both spells are operating. The other five continual light effects keep working. If the character carrying the coins moves through the area of continual darkness and continues on so that the continual darkness area no longer overlaps any continual light area, all seven effects work normally again. Continual light and continual darkness can permanently negate each other, but only when deliberately cast against each other.Attributes: 2E, Spell

Sage Advice #265 p. 24 (November 1999), Question: 17 🔗
Under the Combat & Tactics rules, can a character choose a guard action with a whip (with a range of 3)? If so, can the character guard with missile weapons?
 It's okay to guard with a ranged attack, but the player must say what area the character is guarding. I suggest an area three squares wide and three squares deep (or four by four). All squares to be guarded must lie within the weapon's range.Attributes: 2E

Sage Advice #265 p. 24 (November 1999), Question: 18 🔗
The Combat & Tactics rules say that when someone charges an opponent who is guarding, the order of attacks depends on who has the greatest reach, but if they both have equal reach the opponent who won initiative attacks first. The same rules also say the opponent with the largest weapon attacks first if both have the same reach. Which is it: size or initiative?
 Consider reach first and default to initiative if both have the same reach.Attributes: 2E

Sage Advice #265 p. 24 (November 1999), Question: 19 🔗
Under the Combat & Tactics rules, what happens when two opponents charge each other? Who has the bonuses and penalties for charging? Do both have the modifiers? Or does only the opponent who is moving at the time of contact?
 Charges happen on the character's base phase and are resolved in initiative order within the phase. Only a character who is actually moving when contacting the enemy enjoys the charge modifiers. Since all combatants move one at a time, it is not possible for two opponents to charge each other simultaneously.Attributes: 2E

Sage Advice #265 p. 24 (November 1999), Question: 20 🔗
The Combat & Tactics rules say swooping creatures are subject to attacks of opportunity. Say an abishai happened to swoop a fighter with multiple attacks. Can the fighter make all his or her attacks against the abishai? Can the fighter make all these attacks, plus an extra attack of opportunity, as the abishai swoops by? Is there any away the swooping abishai can avoid the fighter's attacks?
 The number of attacks the fighter can make against the abishai depends on the order of actions in the round—and on exactly what the abishai does.
 Let's pause for a few reminders: Creatures gain one attack during an attack of opportunity. Creatures have their normal attacks during their turns in the order of phases in the round, and any actions that happen in the same phase are resolved in initiative order. A character who attacks multiple times with the same weapon takes the first attack on the base phase or the weapon's phase, whichever is slower. The additional attacks come once per phase afterward
 The fighter in your example can get both attacks against the abishai only if the abishai happens to be in a square the character threatens during both phases in which the character is entitled to attack. Since the abishai is swooping, that's not likely to happen.
 The abishai can avoid attacks of opportunity in two ways. The best way is to swoop in and attack the fighter from a square the character does not threaten. The abishai can then deliver its attacks and fly away. It the abishai does not pass through the area the fighter threatens on the way in or on the way out, it does not suffer an attack of opportunity. Note, however, that the fighter can adjust facing once each round—and might turn around to threaten the abishai when it arrives
 The other way the abishai can avoid an attack of opportunity from the fighter is to stop moving after it attacks. Even if the fighter turns to face the abishai, there will be no attack of opportunity because the abishai does not leave the zone the fighter threatens. The next round, the abishai can simply withdraw and leave the threatened zone without an attack of opportunity. If the abishai's base phase comes before the fighter has his or her first attack, the fighter can't do anything about it. If the fighter's attack comes before the abishai's move, the fighter can make the attack, and there's nothing the abishai can do about it.
Attributes: 2E

Sage Advice #265 p. 24+26 (November 1999), Question: 21 🔗
There's a huge debate raging on the TSR Internet message boards (some 40 posts in all) over the wall of force spell, mostly regarding how wall of force affects other spells. How solid is a wall of force? Would running into it be like hitting a solid stone wall? If a spell's physical manifestation contacts the wall of force (lets say it's Melf's acid arrow), does it pass through the wall, or is it stopped? If an area of effect spell's physical manifestation is very large, say a fireball, would the blast be large enough to arc over the top and hit creatures standing on the other side? If a spell has no physical manifestation, say feeblemind, and it is cast at a target on the other side of the wall of force, would the wall stop the spell from affecting the target? If a spell has a physical manifestation, but can start at a point chosen by the caster, not from the caster's own body, say a lightning bolt, and the caster attempts to start the physical manifestation on the other side of the wall of force so that it would hit a creature standing on that side, would the creature be hit by the spell?
 A wall of force is an absolutely impregnable and immobile physical barrier that cannot be chipped, cut, or shifted. That makes a pretty good argument for making it unpleasant to run into. On the other hand, it's magical and has no mass to speak of, so perhaps hitting it at a run would just stop the running creature. Individual DMs have considerable wiggle room here.
 In the AD&D game, physical barriers stop spells. Not only will a spell's area of effect not extend past a physical barrier, but there must also be an unbroken line between the caster and the spell's target or target point (the point where the area of effect originates). Imagine a string stretched taut between the spellcaster and the target or target point. If any obstacle prevents that string from being absolutely straight, the spell is blocked. Some spells, such as Melf's acid arrow, create an effect that begins at the caster and follows a straight path to the target; such effects hit a wall of force and go "splat," usually harmlessly. Other effects manifest themselves at the target or target point. These simply fail if a wall of force blocks the line between caster and target—the caster cannot circumvent the wall of force by choosing a target or target point beyond the wall.
 There are certain spells that ignore barriers, such as clairaudience and teleport; these ignore walls of force. There are other effects that simply rely on vision. Gaze attacks, for example. If you see a medusa's face, you might turn to stone, and a barrier between you and a medusa cannot save you if it is transparent, no matter how strong it is. (Note that rays from beholders' or retrievers' eyes are not gaze attacks, and walls of force stop them.)
 Certain divination effects, such as true seeing, also remain unaffected by a wall of force because it is transparent. The overwhelming majority of spells and magical effects stop cold when they hit a wall of force.
 The missile from a fireball spell detonates if it strikes a wall of force. Note that a fireball reshapes itself to fill a constant volume of about 33,000 cubic feet. If the wall of force is 25 feet square or larger, or if the wall of force has been placed to seal off an area entirely, the whole blast expands back toward the caster. If the wall of force is less than 25 feet square and there is space around its edges, the fireball seeps though, and the fireball's volume will be more or less equally distributed on both sides of the wall. Creatures behind the wall (that is, on the side opposite the spellcaster) gain saving throw bonuses.
Attributes: 2E, Spell

Sage Advice #265 p. 26 (November 1999), Question: 22 🔗
How much space is needed to charge?
 I recommend a minimum distance of 15 feet for a foot charge and 30 feet for a mounted charge.Attributes: 2E

Sage Advice #265 p. 26 (November 1999), Question: 23 🔗
Suppose a character is using a +4 defender sword in all defensive mode (giving a +4 bonus to Armor Class). Can the character use the same sword to hit and damage a creature that can be damaged only by a +1 or better magical weapons?
 No. Only the sword's current offensive plus counts. If it's +0, the sword can't affect creatures harmed only by +1 or better magical weapons. This applies to any weapon that has a variable bonus, such as a sword of dancing (which has a bonus that slides up and down from round to round) or a flametongue sword (which has a bonus that depends on the type opponent the sword strikes).Attributes: 2E

Skip Williams once observed that the only thing more unyielding than a wall of force are the opinions of some people who post messages on the Internet.

Sage Advice #266, December 1999

This month, the Sage looks at magic and other extraordinary powers in the ADED® game, then takes a side trip into the universe of the ALTERNITY® game.

Sage Advice #266 p. 20 (December 1999), Question: 1 🔗
What races from the PLANESCAPE® setting (tieflings, githzerai, and so on) can become psionicists, and what are their maximum level limits?
 They all can. Humans have unlimited advancement, and other races have an advancement limit of 10th level unless the psionics rules you're using list a higher one.Attributes: 2E, Class

Sage Advice #266 p. 20 (December 1999), Question: 2 🔗
Does the 1st-level wizard spell chill touch work only once, or does the chance to chill an opponent last for as long as the spell's duration lasts?
 The caster can make one touch attack each round the chill touch spell lasts.Attributes: 2E, Spell

Sage Advice #266 p. 20 (December 1999), Question: 3 🔗
In the PLAYER'S OPTION®: Skills & Powers book, there is a class restriction called limited magical item use. The character receives +5 character points for each category of barred magical item use. According to the book, the categories are: potions, oils, and scrolls; rings, rods, staves, and wands; miscellaneous magical items; and weapons and armor. I have a player who feels he should receive +5 CPs for oils, +5 CPs for scrolls, +5 CPs for wands, +5 CPs for staves, and so on. I feel he should get +5 points for oils, scrolls, and potions; +5 points for rings, rods, staves, and wands; and so on. Please tell us who is correct.
 You have read the text correctly. For purposes of this particular rule, there are only four categories of items. The character has to eschew all items in a category to a get the +5 CPs. To be clear, the categories are:
 • Potions (including elixirs), oils, and scrolls.
 • Rings, rods, staves, and wands.
 • Miscellaneous magical items.
 • Weapons and armor.
Attributes: 2E

Sage Advice #266 p. 20 (December 1999), Question: 4 🔗
In a recent game, our wizard wanted to use the 3rd-level wizard spell item to shrink a box containing several weapons. As it happened, the box was too big for the character to affect, so I didn't have to make a ruling. Assuming that the box wasn't too big for the character to affect, should it have worked? The description of the spell says only one item can be shrunk, and in this case the box contained several swords. However, the example in the description also says that a fire and its fuel can be successfully shrunk. It could be argued that a fire consists of several items. For my part, I would have decided not to allow the spell to work on the box of swords.
 The DMs must decide what constitutes a "single item" in this context. I recommend that you allow the spell to affect a group of items only when they obviously form part of a larger whole. The spell should work on a pair of scissors or even a sword and its sheath, but not a box of swords.Attributes: 2E, Spell

Sage Advice #266 p. 20-21 (December 1999), Question: 5 🔗
Does the soul-trapping power of the demilich allow a saving throw to avoid the entrapment? Or perhaps to avoid the disintegration of the corpse? Is a saving throw allowed for the demilich's curse? What about the demilich's dust form? I know the dust form assumes the powers of a ghost upon absorbing 50 energy factors, but can it be destroyed after the transformation, or must the party face an invincible ghost?
 Technically, the soul-trapping power works just like the first version of the trap the soul spell in the Player's Handbook. Any character within 10 yards can be the target, and a saving throw vs. spell applies. Unlike the spell, however, the afflicted character's body rots away if the saving throw fails.
 I recommend that you impose a -2 saving throw penalty and that you do not allow any bonuses to the saving throw except Wisdom bonuses. In any case, magic resistance does not apply to the soul-trapping power, as it is not a spell or a spell-like ability. Note that an amulet of life protection negates the soul-trapping power.
 There is no saving throw against a demilich's curse.
 A demilich's dust form is immune to attack. The demilich's foes must locate and destroy the skull to defeat the creature. Once the skull is destroyed, the dust form dissipates.
Attributes: 2E

Sage Advice #266 p. 21 (December 1999), Question: 6 🔗
In the MONSTROUS COMPENDIUM® Annual Volume 3, there's a creature called an amber dragon. This creature is supposed to be able to cast druid spells. The spell progression looks strange, however: It seems to allow 11th-level spells! How many spells of each type can this creature cast, and at what age can it cast druid spells?
 An amber dragon casts wizard spells beginning at the hatchling stage (age category 1) and begins casting druid spells at the old stage (age category 8). The dragon's spell progression table should read:
Age
Category
Wizard Spells/
Druid Spells
1 1
2 1 1
3 2 1 1
4 2 2 1 1
5 2 2 2 1 1
6 3 2 2 2 1 1
7 3 3 2 2 2 1 1
8 3 3 3 2 2 2 1 / 1
9 4 3 3 3 2 2 2 / 2 1
10 4 4 3 3 3 2 2 / 2 2 1
11 4 4 4 3 3 3 2 / 2 2 2 1
12 5 4 4 4 3 3 3 / 2 2 2 1
Attributes: 2E

Sage Advice #266 p. 21 (December 1999), Question: 7 🔗
A sword of life stealing drains one level or Hit Die from the opponent on a natural 20. Does this include the +2 bonus of the sword? For example, if you rolled an 18, can you add the +2 bonus to drain a level? Also, the sword is supposed to give the wielder hit points from the opponent. Do you gain hit points only when you roll a natural 20, or whenever a successful hit occurs? How many hit points do you gain?
 Whenever something requires a "natural 20," the number showing on the die must actually be a 20, not some lower roll modified to a 20. In the case of a special weapon power such as this, the attack also must hit.
 A sword of life stealing grants its wielder hit points only when the sword drains a level from an opponent. The wielder gains exactly as many hit points as the opponent loses to the level drain. For example, the sword wielder rolls a 20 and hits a 9th-level human wizard who has a Constitution score of 11 (and thus no bonus hit points from Constitution). The wizard suffers the damage a sword +2 normally inflicts (1d8 +2 plus any additional damage bonuses the wielder might have from Strength or weapon skill). The wizard also becomes 8th-level and loses a 4-sided Hit Die. If the lost Hit Die is worth 3 hit points, then 3 hit points is what the sword wielder gains. The amount of damage the opponent suffers from the blow is irrelevant; only the hit points lost to the level drain count. Note that hit points from the sword can never give the wielder more than maximum hit points. If the wielder in our example already was at maximum hit points, he or she would gain nothing.
Comment: This item requires that all PCs and monsters keep track of their rolls for each level.Attributes: 2E

Sage Advice #266 p. 21 (December 1999), Question: 8 🔗
Can golems (specifically stone golems) be affected by magic missile spells? I ask because the magic missile spell doesn't affect inanimate objects, and it's not clear to me whether a golem is an inanimate object. Once it starts attacking, it sure is "animate."
 A stone golem is a creature, not an object, whether it is attacking or not. However, a stone golem is immune to most spells, including magic missile.Attributes: 2E, Spell

Sage Advice #266 p. 21 (December 1999), Question: 9 🔗
Does a halfling fighter specialized in the use of a short sword gain the specialization bonuses while using a dagger +2, longtooth (which lengthens to effectively become a short sword)? Would the halfling enjoy these specialization bonuses if he or she were specialized in the dagger?
 The weapon is used like a dagger, so the character must be proficient with the dagger to use it. To gain specialization bonuses, a character must be a dagger specialist.Attributes: 2E, Race

Sage Advice #266 p. 21 (December 1999), Question: 10 🔗
The Earth, Air, Fire, and Water accessory for the DARK SUN® setting mentions "spirit of the land" advanced beings. Exactly how many Hit Dice would a 30th-level spirit of the land have?
 The character gains 9d8 +22 hit points for reaching 20th level. (Constitution bonuses apply to the 9d8.) By the time the character reaches 30th level as an advanced being, he or she gains 32d8 more hit points (with no Constitution adjustments).Attributes: 2E

Sage Advice #266 p. 21 (December 1999), Question: 11 🔗
I'm trying to use some old modules with the current AD&D rules. The demons are giving me trouble because I don't know what type I-VI demons are. Could you give me their modern names according to the PLANESCAPE MONSTROUS COMPENDIUM® Appendix?
 Sure. The monsters the original AD&D game called demons are called tanar'ri in the AD&D 2nd edition game. The various types are as follows: type I, vrock; type II, hezrou; type III, glabrezu; type IV, nalfeshnee; type V, marilith; type VI, balor.Attributes: 2E

Sage Advice #266 p. 21 (December 1999), Question: 12 🔗
How does the Snilloc's major missile spell work? The spell's text says it works exactly the same as magic missile except that it can target only one creature. Then it goes on to tell how damage increases as the caster's level rises. The rest of spell description sounds as if only one missile is created. How many missiles does this spell produce?
 One. The single missile the spell produces behaves just as a missile from a magic missile spell. As the caster's level goes up, the missile's damage potential goes up.Attributes: 2E, Spell

Sage Advice #266 p. 22 (December 1999), Question: 13 🔗
Does a comprehend languages spell enable the caster not only to read written languages based on letters but also to read symbol-based languages such as Ancient Egyptian or Mayan? Can the caster read languages like Old Hebrew, in which the vowels are left out?
Comprehend languages lets the user read "writing" in any form. It does not, however, decipher coded material, nor does it fill in characters that are missing. A piece of text with no vowels might take extra time or an Intelligence roll to figure out.Attributes: 2E, Spell

Sage Advice #266 p. 22 (December 1999), Question: 14 🔗
Does one receive a saving throw if a cleric casts a heat metal spell on one's nonmagical armor or weapons? If the wearer has magic resistance, does it apply to a heat metal spell?
 A creature wearing or carrying nonmagical metal receives no saving throw against a heat metal spell. The target's magic resistance, if any, does apply if the spell is cast on metal the creature is wearing or carrying. Magic resistance does not apply if a heat metal spell is cast on unattended items that the creature subsequently picks up.Attributes: 2E, Spell

Sage Advice #266 p. 22 (December 1999), Question: 15 🔗
I it possible to cast an adamantite mace spell (described in Spells & Magic) on a magical cudgel, mace, or staff?
 Yes, but only the best bonus applies; don't add the bonus from the spell and the bonus from the item together.Attributes: 2E, Spell

Skip reports that he has been subjected to several rhetorical adamantite cudgels after recently becoming embroiled in a local political debate.

Sage Advice #267, January 2000

This month, the Sage considers the use and (abuse) of spells, proficiencies, and character abilities in the AD&D® game and warps up with a look at familiars.

Sage Advice #267 p. 98 (January 2000), Question: 1 🔗
A player in my campaign came up with an idea for the Tenser's destructive resonance spell in the Spells & Magic book. It goes something like this: What if someone purchased a large glass vase, filled it with shards of broken glass or caltrops, and in the center of the vase put a dagger, which would be the target of the spell? The dagger explodes, taking the glass or caltrops with it. Would the glass or caltrops cause damage in addition to the spell damage? If so what would the damage and range of the blast be?
 First, you cannot target any spell on something held in a container; there must be an unbroken line between the caster and the target point.
 In any case, since the character has packed all the items together to construct a sort of fragmentation bomb, the whole collection should be treated as a single object. (This brings to mind last month's discussion of the item spell.) The caster cannot target just one part of the item. If the assembled item weighs more than what the spell can affect, the spell fails. If the spell can affect the new item, the blast should inflict damage equal to the target item's total weight.
 In general, Tenser's destructive resonance does not produce any shrapnel effects. When there are lots of loose items lying about, items tend to be obliterated in the blast or else largely unaffected (roll item saving throws vs. magical fire). Surviving objects could be scattered around if they weigh less than 1 pound. Roll randomly for direction and distance. Use the grenade scatter diagram from Chapter 9 in the DUNGEON MASTER® Guide and orient it so that the "1" position is toward the caster. Objects should move about 1d3 × 5 feet.
Attributes: 2E, Spell

Sage Advice #267 p. 98 (January 2000), Question: 2 🔗
Suppose a ring of kender surrounded a battlerager (the dwarf fighter kit), and then the kender proceeded to taunt the dwarf, one after the other, with the next one taunting before the dwarf could attack the previous taunter. Since the taunt automatically affects the battlerager and forces the dwarf to attack the taunting creature, what would happen, since there is more than one taunting creature?
 You seem to refer to the special effect of the taunt spell on a battlerager in the throes of a killing rage. The kender taunt is not a taunt spell, though I suppose you could treat it as one in this instance.
 In any case, the battlerager is not obligated to attack the kender unless the dwarf fails his or her saving throw vs. the kender taunt or until the killing rage builds up. (The latter takes 5 rounds.) If the battlerager fails a saving throw vs. the kender taunt, the dwarf attacks the kender who made the taunt and suffers all the penalties the taunt imposes (a -2 penalty to attack rolls and Armor Class). Once the battlerager's killing rage kicks in, the rage bonuses partially offset the taunt penalties. (See the battlerager kit description in The Complete Book of Dwarves.)
 If a battlerager is ever subjected to multiple taunt effects, he or she attacks the nearest taunter and presses the attack until that taunter is dead (even if subjected to a new taunt effect), then moves on to the next nearest taunter. If two taunters are equidistant, randomly determine which one the battlerager attacks.
Attributes: 2E, Class

Sage Advice #267 p. 98-99 (January 2000), Question: 3 🔗
Can a restoration spell be used to restore drained ability scores other than Constitution? The spell mentions only Constitution loss, but I thought the idea was to restore any permanent loss.
 The restoration spell description in the current Player's Handbook doesn't mention Constitution loss, only Intelligence lost to a feeblemind spell. I recommend, however, that you allow a restoration spell to restore all ability score points lost to a single ability, provided the loss came from a creature or item's special attack. For example, if a character loses several points of Wisdom in a battle with a lamia, one restoration spell should restore all the lost points.
 A restoration spell will not restore Constitution points lost from being killed and subsequently raised from the dead, nor will it restore a Constitution point lost due to casting the permanency spell.
Attributes: 2E, Spell

Sage Advice #267 p. 99 (January 2000), Question: 4 🔗
I'm confused about the gem values required for some wizard spells. For example the lesser sign of sealing spell requires a pinch of gem dust worth at least 100 gp—a sapphire for electricity. A sapphire, however, has a base value of 1,000 gp. I know gems of lesser value are possible, but these are pretty rare, and a gem of only a tenth the base value is extremely rare. Then there are the gems needed for the conjure elemental-kin spell, which requires an aquamarine, amber, ruby, or emerald worth 1,500 gp. Ambers are commonly worth only 100 gp, and aquamarines are typically only 500 gp. It would be difficult to find a 1,500-gp aquamarine and even harder to discover a 1,500 gp amber. Since the spell description says you need a gem worth 1,500 gp (instead of 1,500 gp worth of gems), it seems this spell cannot be used with ambers or aquamarines very often.
 Read the material component entry carefully. If it calls for a single gem, that is what you must have. If it calls for a certain monetary value of gems, you can combine smaller stones to achieve the necessary amount. For example, the lesser sign of sealing spell requires 100 gp worth of gem dust, not a single gem.
 If a spell requires a single gem of a certain value, you can cut large gems into smaller, less valuable pieces (or just use a gem that is bigger than you need), but you can't combine smaller gems to get the required amount. For example, you can cut a 1,000-gp stone into ten 100-gp pieces (or perhaps only eight or nine 100-gp pieces if the DM wants to allow for wastage and jeweler's fees) for use in spells that require 100-gp gems. You cannot, however, use fifteen 100-gp stones in a spell that requires a single 1,500-gp gem.
 Note that the gem in a conjure elemental-kin spell is a focus; it is not consumed, but the caster must have it to cast the spell. The material components (which are consumed) are incense, clay, sulfur and phosphorus, or else water and sand.
Attributes: 2E, Spell

Sage Advice #267 p. 99 (January 2000), Question: 5 🔗
If someone willingly receives a nap spell, how easy would it be to wake up that person while the spell is in effect? Would it be considered normal sleep or magical sleep from which they would only wake if attacked?
 Treat it just like a sleep spell; it would take some rough physical contact—slapping or wounding—to awaken the recipient.
 Note that only willing recipients can receive nap spells.
Attributes: 2E, Spell

Sage Advice #267 p. 99 (January 2000), Question: 6 🔗
The standard bard ability to use all written magical items at 10th level isn't mentioned in the description of the Loremaster in The Complete Bard's Handbook. Is this replaced by the Arcane Lore ability? When using the Arcane Lore ability, does a failed Wisdom check indicate a misread scroll? That is, does the spell on the scroll go awry if the Wisdom check fails?
 Loremasters receive the Arcane Lore ability instead of the standard bard ability to use written items. When reading a scroll, the Loremaster can attempt a Wisdom check. If the check succeeds, the character can use the scroll. If the check fails, the character can't use the scroll. A failed roll does not cause a mishap, but I recommend that a mishap occur on a roll of 20.Attributes: 2E, Class, Scroll

Sage Advice #267 p. 99 (January 2000), Question: 7 🔗
Does the psionic power truthear indicate when the subject tries to lie or merely when the subject doesn't speak the truth? What happens when the subject merely stretches the truth?
 The power works just like the detect lie spell. It detects intentionally false statements—things the subject knows or believes are not true. If the subject speaks the literal truth, the power does not detect a falsehood even if the subject is twisting or stretching the truth.Attributes: 2E

Sage Advice #267 p. 99 (January 2000), Question: 8 🔗
What are the correct rules for natural healing? Chapter 9 of the Player's Handbook says characters heal naturally at a rate of 1 hit point per day of low activity or 3 hit points per day of complete bed rest. In the section on the Healing proficiency, it says that a character can help others heal at a rate of 1 hit point per day or 2 points per day of bed rest, but that both Healing and Herbalism are required to heal 3 hit points per day.
 This is along-standing error in the Player's Handbook that has defied correction through numerous reprints of the book.
 I suggest you just add up tje healing values. That is, a character regains 1 hit point per day of light activity or 3 hit points per day of complete rest. A character who receives a healer's care while being restricted to light activity regains 2 hit points a day (1 point naturally and 1 from the healer). Characters who enjoy complete rest while receiving a healer's care regain 5 hit points a day (3 points naturally and 2 from the healer), or 6 points a day if the healer is also an herbalist.
 "Sage Advice" has handled this question before, and the answer given here supersedes the older advice.
Comment: Matches what is given on https://www.dragonsfoot.org/forums/viewtopic.php?f=2&t=40102&view=next#p824134Attributes: 2E

Sage Advice #267 p. 99 (January 2000), Question: 9 🔗
The description for the Healing proficiency in the Player's Handbook has a line that reads: "Only characters with both Healing and Herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched." What does this mean?
 The line refers to the procedure for treating a poison, which begins in the third paragraph of the proficiency description. It means that a character must have both the Healing and Herbalism proficiencies to treat an ingested or contact poison. (If you just have the Healing, you can only treat injected poisons.) You also need both Healing and Herbalism to treat inhaled poisons.Attributes: 2E

Sage Advice #267 p. 99-100 (January 2000), Question: 10 🔗
What are the costs of the Contact psionic ability (from The Complete Psionics Handbook) for targets with Hit Dice over 20? Is it even possible to use Contact on creatures with more than 20 Hit Dice?
 Yes, it's possible to make contact with creatures of more than 20 Hit Dice. I suggest a cost fo 23 for all creatures of 21 Hit Dice or more, though you can just extend the table in the power description by adding 5 points for every group of 5 Hit Dice beyond 20.Attributes: 2E

Sage Advice #267 p. 100 (January 2000), Question: 11 🔗
Is there any limit to the total number of languages a druid can speak?
 Not really. A druid's Intelligence score (and number of available proficiency slots, if you're using the optional proficiency rules) determine how many languages the character can speak, just at it does for any other character. However, the druid also gains extra languages as a class ability (the secret language of druids, plus one woodland language every three levels). These languages are free and do not count against the character's Intelligence limit nor do they require proficiency slots.Comment: PHB p. 52 The druid can add one language at 3rd level and one more every time he advances a level above 3rd., which 3 times as many languages as stated here. The Complete Druid's Handbook p. 15 agree with the sage saying that druids get one language every 3 levels (at 3rd, 6th, etc.)Attributes: 2E, Class

Sage Advice #267 p. 100 (January 2000), Question: 12 🔗
Is a clone, once grown, magical? Does it radiate magic? Can it be dispelled? Can it enter antimagic zones?
 The magic of a clone spell ends once the cloning is complete. The resulting creature is not magical and does not radiate magic (though a character with the Spellcraft proficiency might be able to recognize it as a magically created being). Antimagic has no special effect on clones, and clones cannot be dispelled or destroyed by effects that disrupt magic.Attributes: 2E, Spell, Dispel Magic

Sage Advice #267 p. 100 (January 2000), Question: 13 🔗
I'm confused about the difference between maces and morningstars. Not all maces are flanged, right? Aren't spiked maces practically the same thing as morning stars? If not, what's the difference between a spiked mace and a morningstar? Is it spike length?
 In the D&D® and AD&D games, a mace is always a blunt weapon. It has a fairly thin, short haft (like the handle of a hand axe and a head that might have ridges, flanges, or knobs. Technically, a mace could have a spiked head, but then it would be a type P/B weapon instead of type B, and clerics could not use it, though it would still inflict mace damage and require the Mace proficiency to use.
 A morningstar is not simply a spiked mace; it is a much larger weapon that resembles a baseball bat with rows of spikes set in the business end.
 You might come across books that identify maces or flails with heads consisting of round balls set with sharp spikes as morningstars, but this does not reflect the nomenclature of the D&D game.
Attributes: 2E, Weapon, Morningstar

Sage Advice #267 p. 100 (January 2000), Question: 14 🔗
Exactly how long does a changestaff spell last? Is it permanent? If the caster died and you found the caster's remains hundreds of years later, could you use the staff?
 A changestaff spell lasts until it is dispelled or the staff is destroyed. The completed staff can be used only once per day for a maximum of 1 turn per caster level, and only the caster can use the staff.Attributes: 2E, Spell, Dispel Magic

Sage Advice #267 p. 100 (January 2000), Question: 15 🔗
I have some questions about mechanicals from The Complete Sha'ir's Handbook. How do you make a mechanical's steam power source start again after it has worked for its total minutes of activity? How quickly does a springpowered mechanical exhaust its power? Do you have to wind it for 1 round for every minute of activity or for every minute it just sits there?
 Any mechanical's endurance is measured in rounds of activity; a mechanical does not use power by just sitting still.
 Steam-powered mechanicals can be refueled. I recommend 1 round of work and 1 to 10 gp (set a value appropriate to your game) worth of fuel for every minute the mechanical runs. Also roll 1d20 at each refueling. On a roll of 1 the mechanical explodes after 1d6 rounds.
Attributes: 2E

Sage Advice #267 p. 100 (January 2000), Question: 16 🔗
How does a thief's Backstab ability work with the critical hit system from the PLAYERS' OPTION: Combat & Tactics rules? Will a successful backstab always be a torso hit? How do you calculate damage?
 Just go through the critical hit procedure normally. Assuming a backstab is always a torso hit is fine as a house rule, but it doesn't have to be that way. In any case, determine whether a critical hit occurs and what effect the critical hit has before calculating the backstab damage. A backstab does not increase or otherwise alter any special effect a critical hit might have (such as severing, crushing, bleeding, or movement reduction). You might want to reroll some criticals or bump up the severity roll; for example, you might decide that a successful backstab does not cause a graze effect.
 When a critical hit doubles or triples damage, add the multiples to the multiples from the backstab. For example, a ×2 (one extra multiple) damage critical hit coupled with a ×3 (two extra multiples) backstab yields ×4 damage (×1 for the base damage plus three extra multiples). A ×3 damage critical hit coupled with a ×3 backstab yields ×5 damage (1+2+2).
Comment: Consistent with #222. It sadly does not specify if you roll more dice, or multiply the result. But it seems the C&T rules lean mostly towards rolling more dice.Attributes: 2E

Sage Advice #267 p. 100 (January 2000), Question: 17 🔗
I've noticed that the familiars listed in the Player's Handbook have different statistics from those listed for similar animals in the MONSTROUS MANUAL™ tome. For example, cat familiars have Armor Class 7 and Intelligence scores of only 2 or 3. In the MONSTROUS MANUAL™ tome, however, domestic cats have Armor Class 6 and Intelligence scores of 9. Which statistics should we use?
 My copy of the MONSTROUS MANUAL tome gives cats an Intelligence of 1, a movement of 9, and an AC of 6. In general, when dealing with familiars, use the statistics in the Player's Handbook. A cat familiar, however, has an Armor Class of 6 and is semi-intelligent (2-3). You might want to give domestic cats (and familiars) a movement rate of 12—they sure aren't slower than people.Attributes: 2E, Spell

Skip Williams is a confirmed cat lover who shares his Seattle area home with Cyrano de Bratcat (and also with his wife, Penny). Cyrano is a bluepoint Siamese with amazing vocal prowess and enough feline charm to bring most humans to their knees. Nevertheless, Skip assures us he's never met a cat that could claim an Intelligence score as high as 9.

Sage Advice #268, February 2000

This month, the sage explores various magical details of the AD&D® game.

Sage Advice #268 p. 112 (February 2000), Question: 1 🔗
What, exactly, can a creature do while in gaseous form?
 The creature can move by flying at a speed of 1 (class A maneuverability), and can see, hear, smell, and touch. The creature cannot talk, attack, cast spells, or use innate abilities including—psionic abilities. The creature can pass through small holes or narrow openings, even mere cracks.Attributes: 2E

Sage Advice #268 p. 112 (February 2000), Question: 2 🔗
The 2nd-level wizard spell past life from the Tome of Magic allows the caster to view the final minute of the subject's life from the subject's point of view. Suppose the subject was unconscious at the time of death. What would the spell reveal? Suppose the subject was delirious and hallucinating, or just dreaming at the time of death? What would the spell reveal? Also, our campaign uses the PLAYER'S OPTION®: Combat & Tactics rules. How much of the subject's life does the spell reveal if the subject died in combat?
 The spell reveals the last minute (60 seconds) of the subject's life as the subject experienced it. If the subject were unconscious during that time, he or she would have experienced nothing, and the spell reveals nothing except that the subject was not conscious. I suppose a dream or hallucination could qualify as "experience" in this case, but the caster should be able to tell that the spell is revealing a dream or hallucination.
 If you're using combat rounds from the PLAYER'S OPTION: Combat & Tactics book, the spell still reveals the last full minute of the subject's life, even when the subject has died in combat.
Attributes: 2E, Spell

Sage Advice #268 p. 112 (February 2000), Question: 3 🔗
The description for the invisibility spell says all the recipient's items vanish along with the recipient, but it also says that if the recipient has a light source, it still emits light. Does this mean that the recipient still casts a shadow?
 Invisible things do not cast shadows (or cast reflections). Light from an invisible source causes visible things to cast shadows.Attributes: 2E, Spell, Invisibility

Sage Advice #268 p. 112 (February 2000), Question: 4 🔗
One of the characters in our party, a specialty priest of Corellon Larethian, has undergone a magical alignment change and has become lawful good. Clerics of her faith can be lawful good, but specialty priests must be chaotic good. We are currently clueless about what happens to the character. Will she lose her status as priest and become a normal cleric of her faith, just as a paladin becomes a fighter? Or will she just have to cope with the loss of some spells until the alignment issue is settled?
 Since the character has not really done anything to offend her deity, the character becomes a cleric with access to the full range of cleric spells and abilities. The character's ultimate fate is up to your DM; however, an atonement spell to reverse the alignment change, followed by a suitable quest (something pleasing to the deity), and perhaps another atonement spell at the quest's end, ought to restore the character to her old status as a specialty priest.Attributes: 2E, Class

Sage Advice #268 p. 112 (February 2000), Question: 5 🔗
When a magedoom (a monster from the MONSTROUS COMPENDIUM® Annual III) hits a wizard and the wizard loses spell levels, must the wizard completely relearn the lost spells, or can the character just study them again?
 The magedoom's special attack causes memorized spells to vanish from the wizard's mind as through they had been cast (though any material components are not consumed). Once the wizard has regained the lost spellcasting levels (one level per hour), normal study with spellbooks is all that is required to restore the lost spells. Attributes: 2E, Class

Sage Advice #268 p. 112-113 (February 2000), Question: 6 🔗
The Tome of Magic seems vague on a few points regarding elementalists. What demihuman races are allowed to be elementalists? What are the level limits for these races?
 I recommend humans and half-elves (the same races that can become invokers or conjurers). Half-elf elementalists have an advancement limit of 12 (subject to the prime requisite bonuses from Table 8 in the DUNGEON MASTER® Guide), just like any other half-elf wizard.Attributes: 2E, Class

Sage Advice #268 p. 113 (February 2000), Question: 7 🔗
The general information on dragons in the MONSTROUS MANUAL® book says a dragon's spellcasting level is its age category plus its combat modifier. The entries for the individual dragon types, however, give a certain level and tell you to add on the combat modifier to determine spellcasting level. The only exception is the brown dragon; that entry says brown dragons cast spells as 8th-level wizards. Does this mean that brown dragons always cast spells as 8th-level wizards? How do you to figure out the spellcasting level of a dragon?
 Use the information in the individual dragon entries. A brown dragon's spellcasting level is eight plus its combat modifier.Attributes: 2E

Sage Advice #268 p. 113 (February 2000), Question: 8 🔗
In the original AD&D game, the casting time for the feather fall spell was ⅒ of a segment, or about .6 seconds. Without getting too far into the math, this means that a wizard has to fall no more than 10 feet before getting the spell of (given that casting cannot begin until the wizard falls). The current rules give the casting time as 1, implying a casting time of 1 segment, or 6 seconds. Given that a wizard will typically fall over 500 feet in that time, it seems that the usefulness of the spell is now sorely limited. Though I am inclined to view the implications of this change as mere oversight, I know a physics teacher who disagrees and insists that feather fall should be useless at heights less than 600 feet (except as an attack against airborne creatures). The question is, therefore, how long should it take to cast the spell?
 It takes one action to cast a feather fall spell. Exactly how long that action takes is hard to estimate, but it lies somewhere between the amount of time it would take to say "BOO!" and one minute. Since the spell description says the spell takes effect instantly, I imagine the actual time required is mush closer to the "Boo!" end of the spectrum.
 In any case, the current game does not use segments, and you should not assume that a spell with a casting time of 1 takes 6 seconds to cast; even the 1-minute length of a melee round is an arbitrary value used strictly for convenience. Allowing a feather fall spell to slow any fall greater than 10 feet is exactly how you should play the spell.
Comment: Matches DMGR: High-level CampaignsAttributes: 2E, Spell

Sage Advice #268 p. 113 (February 2000), Question: 9 🔗
Specialty priest of Berronar Truesilver (from the Demihuman Deities book) can cast spells from the sphere of Protection as if they were priests of four levels higher. Does this mean a 3rd-level priest who would normally be able to cast only 1st- and 2nd-level spells can cast a 4th-level spell from the sphere of Protection?
 No. The power affects only a spell's level-dependent variables (if it has any). The casting level boost also makes the spell harder to dispel (see the dispel magic spell description.) It does not grant the character any extra spells.Attributes: 2E, Class

Sage Advice #268 p. 113 (February 2000), Question: 10 🔗
A spellcaster could use a mirror to target a character behind her or around a corner, because that would fulfill the line-of-sight requirement, right?
 No. There must be an unbroken line between the caster and the target, and a character can cast spells toward only his or her front or flanks.Comment: Follow up on previous question from #265 about casting spells.Attributes: 2E

Sage Advice #268 p. 113 (February 2000), Question: 11 🔗
How is the second function of the wand of polymorphing supposed to work? Can the recipient change forms?
 The function works just like a polymorph self spell. The wand wielder chooses the subject's initial form, but the subject is free to change forms thereafter just as if he or she had cast polymorph self.Attributes: 2E

Sage Advice #268 p. 113 (February 2000), Question: 12 🔗
Im' trying to use the spellsinger mage kit from the Wizards and Rogues of the Realms book with the proficiency system from the PLAYER'S OPTION: Spells & Magic book. Since spellsingers must make Dancing proficiency checks to cast their spells, would a spellsinger with a Dexterity score of 17 have to roll a 10 or less for success or a 10 or less?
 If you're using the S&P system, 10 is correct (base 6 for the Dancing proficiency, +4 for the 17 ability score), provided the character has not spent any character points to boost the base success number.Attributes: 2E, Class

Sage Advice #268 p. 113 (February 2000), Question: 13 🔗
The spellsinger description says the Dancing proficiency penalty for casting a spell is -4 for the each level of the spell above the caster's level. For example, a 3rd-level spellsinger attempting to cast a 5th-level spell would suffer a -8 penalty to the proficiency check. Now, a typical 3rd-level wizard of would be able to cast two 1st-level spells and one 2nd-level spell, so that's still a pretty good chance to successfully cast a 5th-level spell. Would it be okay if I changed the description so that the failure chance was based on the difference between the highest level the character could cast as a normal wizard and the attempted spell's level? For example, a 5th-level spellsinger (normally capable of casting only 3rd-level spells) attempting to cast a 5th-level spell would suffer a -8 penalty to the proficiency check.
 Your approach seems slightly more sensible to me.Attributes: 2E, Class

Sage Advice #268 p. 113 (February 2000), Question: 14 🔗
A wizard with a 15 Intelligence has a maximum spell level of 7th. Would this also apply to a spellsinger with a 15 Intelligence? Or can a spellsinger with a 15 Intelligence really cast 9th-level spell with a successful Dancing proficiency check?
 Spellsingers must abide by the spell level maximums for their Intelligence scores, as shown on Table 4 in the Player's Handbook. If you're using the Skills & Powers proficiency system, you might want to base a spellsinger's maximum spell level on the character's Charisma score.Attributes: 2E, Class

Sage Advice #268 p. 114 (February 2000), Question: 15 🔗
How long does a bless spell last of you cast it on a weapon? What good does the spell do when cast on a weapon? Does the spell enable one to hit creatures that are immune to nonmagical weapons? Would a magical weapon move up a plus if it receives a bless spell?
 A bless spell lasts 6 rounds if cast on a weapon. A blessed crossbow bolt can kill a rakshasa. Certain extraplanar creatures are susceptible to blessed weapons. Otherwise, there is no official game effect. I recommend, however, that the wielder of a blessed weapon gain all the bless spell's benefits (+1 to attack rolls and saving throws against fear) for as long as the spell lasts. Since the spell was cast on the weapon, only the wielder gains the benefits from the spell. I also recommend that you allow blessed weapons to harm creatures that are harmed by +1 magical weapons. If the weapon that receives a bless spell already has a +1 or better enchantment, the wielder receives no additional combat bonuses but still receives the saving throw bonus.Attributes: 2E, Spell

Sage Advice #268 p. 114 (February 2000), Question: 16 🔗
Is a bless spell subject to magic resistance?
 It depends. If a magic resistant creature receives a bless spell, it must check its magic resistance to see if the spell takes effect. The success or failure of the magic resistance roll does not affect any other recipient of the spell. Note that creatures can voluntarily lower their magic resistance. Once a subject has received a bless spell, however, he or she can freely battle creatures with magic resistance because the spell effects the recipient, not the recipient's foes.Attributes: 2E, Spell

Sage Advice #268 p. 114 (February 2000), Question: 17 🔗
Since smoke powder is a magical substance, can it harm monsters that can be harmed only by magical weapons?
 Yes, smoke powder creates a blast of magical force.Attributes: 2E

Sage Advice #268 p. 114 (February 2000), Question: 18 🔗
The Temple of Elemental Evil adventure contains a spell named push. Can you tell us exactly what this spell does and what its statistics are?
Push is a defunct spell from a earlier version of the AD&D game. You should substitute unseen servant for push wherever it appears. You could also treat push like a telekinesis spell that lasts only 1 round and affects a maximum weight of 25 pounds.Attributes: 2E, Spell

Sage Advice #268 p. 114 (February 2000), Question: 19 🔗
Does a character's magical defense adjustment from Wisdom apply to a ghost's special attacks?
 A character's magical defense adjustment applies to saving throws vs. a ghost's fear power. It also applies to a ghost's magic jar power. Note that when using the magic jar power, there is no need to total the subject's Intelligence and Wisdom scores and compare them to the ghost's total; just have the subject roll a saving throw vs. spell and adjust for Wisdom. If the saving throw succeeds, the magic jar attempt fails.Attributes: 2E

Sage Advice #268 p. 114 (February 2000), Question: 20 🔗
Is the saving throw against a hold person or hold monster spell a paralyzation saving throw or a spell saving throw?
 The subject of any hold spell (hold person, hold monster, hold animal, hold undead) makes a saving throw vs. spell, adjusted for Wisdom. If a hold effect really was a paralyzation effect, then a paralyzation saving throw would be in order. (See the Sage's discussion of saving throw priorities in last month's column.) A hold spell's effect is similar to paralysis but in a class of its own.Comment: Consistent with #207Attributes: 2E

Sage Advice #268 p. 114 (February 2000), Question: 21 🔗
Does a spellcaster know how long his spell will last?
 The character knows the parameters of the spell; that is, the character knows the same things about the spell that the Player's Handbook tells the player, which includes the spell's duration.
 It's up to the DM to decide how well the character can keep track of time passing after the spell is cast. Some DMs I know assume that all spellcasters have an innate time sense and they take care to warn players when spells are about to run out. Most DMs leave it up to the player to keep track of time as it passes in the game. I recommend the latter approach. Some players I know equip their characters with hourglasses and other timekeepers so they can keep track of spell durations better.
Comment: DMG says any vairable roll for duration is done by the DM and should be kept secret from the caster.Attributes: 2E, Spell

Sage Advice #268 p. 114 (February 2000), Question: 22 🔗
What spells can affect the results of a draw from the deck of many things? Specifically, can a remove curse spell reverse the effects of a Balance card?
 Very few spells can reverse effects from a deck of many things. In most cases, it takes a wish to undo a card's bad effects, and some cards, such as the Void, are wish-proof.
 A remove curse spell cannot reverse the alignment change caused by the Balance card. An atonement spell might. (The DM could decide that the character was due for an alignment change anyway.) A freedom spell (the reverse of imprisonment) frees a character trapped by the Donjon card, provided that the spell is cast at the locale where the victim is imprisoned.
Attributes: 2E, Spell

Sage Advice #268 p. 114+116 (February 2000), Question: 23 🔗
If a character lights a candle of invocation and gains priest levels, is the character automatically able to memorize spells of higher level and cast them? What happens if the character puts out the candle and lights it again?
 The candle does grant extra spells, but the character must stop and pray for them while the candle burns. (Each spell requires 10 minutes per spell level.) If the candle goes out, the character loses the extra spells. If the character lights the candle again during the same day, the character must pray for the extra spells again.
 Whenever the character lights a candle of invocation, any spells he or she has previously cast that day count against her new limit. For example, a 6th-level cleric with a Wisdom score of 18 can cast five 1st-level, five 2nd-level, and three 3rd-level spells each day. The character memorizes a full load of spells and goes on an adventure, during which she casts two 1st-level spells and one 3rd-level spell.
 When the going gets tough, the cleric lights her candle of invocation and temporarily becomes 8th level. Her new daily spell total is now five 1st-level, five 2nd-level, four 3rd-level, and three 4th-level. It takes the character 1 hour and 50 minutes to memorize the one 3rd-level and two 4th-level spells she has gained, and the candle must be burning the whole time. The cleric now has three 1st-level, five 2nd-level, four 3rd-level, and two 4th-level spells memorized. (The candle does not replace the 1st-level spells the cleric has already cast.) If the cleric casts her two 4th-level spells immediately and then puts out the candle, she loses the extra 3rd-level spell the candle has granted her. If the character lights the candle again that day, she can gain only one 3rd-level spell (she's already used her 4th-level spells), and she must spend 30 minutes memorizing before she can cast it.
Attributes: 2E

Sage Advice #268 p. 116 (February 2000), Question: 24 🔗
Gauntlets of dexterity give a nonthief a 45% chance to Pick Pockets and a 37% chance to Open Locks. If the character has a high Dexterity score, does he or she enjoy Dexterity bonuses to the Pick Pockets and Open Locks? What happens if a bard dons the loves?
 If a character gains the Pick Pockets and Open Locks ability from a pair of gauntlets of dexterity, the character gains no Dexterity bonuses to those thief skills. Bards who don the gauntlets gain +10% to their Pick Pockets scores, just as thieves do, and gain Open Locks at 37%, with no Dexterity bonuses applicable.Attributes: 2E, Class

Sage Advice #268 p. 116 (February 2000), Question: 25 🔗
Will drow items degrade if brought to the surface world inside a bag of holding?
 Yes. The items degrade at the normal rate. A closed bag of holding does keep sunlight of the items, however.Attributes: 2E

Sage Advice #268 p. 116 (February 2000), Question: 26 🔗
Lots of wizards in novels seem to have personalized versions of their favorite spells, such as magic missiles that glow red and make whistling sounds as they streak toward the target. Does a wizard have to research a new version of the spell to make minor changes of this type?
 It's fine to assume that minor effects that don't change the game function of a spell, such as the color and shape of magic missile, vary with the caster. If you assume that magic missile makes a sound, the sound could also vary with the caster. It's best to assume that the wizard sets these parameters when first learning the spell. Once the wizard has set those parameters, however, he or she must research a new version of the spell to change them.Attributes: 2E, Spell

Sage Advice #268 p. 116 (February 2000), Question: 27 🔗
My players and I have had a discussion on whether weapons are evil. I consider weapons to be evil or good only if they are special weapons with unique powers; normal weapons are indeed normal in every way. My players are sticking to the argument that a weapon has an alignment depending on how it is used.
 Objects have no alignments at all. Magical weapons, however, can be intelligent, and such items usually have alignments. That does not mean that your players are completely of their rockers, however. Lots of DMs I know rule that certain deeds can leave behind auras that taint objects or places. A nonmagical weapon used in brutal murder, for example, might carry a faint aura of evil about for awhile, and a detect evil spell might reveal such an aura. The weapon itself still would not have an alignment; evil would simply be sticking to it like a stain.Attributes: 2E

Skip Williams muses that objects sometimes sure seem to have alignments. Skip says certain fairly old automobiles and very new computers he has encountered have exhibited very prominent chaotic streaks, and sometimes just a little bit of evil.

Sage Advice #269, March 2000

This month, the Sage considers various optional rules for the AD&D® game and looks into few magical particulars.

Sage Advice #269 p. 112 (March 2000), Question: 1 🔗
Delvesonns (dwarf specialty priests of Dumathoin from the Demihuman Deities book) can use the identify spell at will; however, their description says nothing about the loss of Constitution casting an identify spell usually imposes. If delvesonns do suffer the Constitution loss, that would seem to severely limit the ability to cast identify at will. We found an example in the Faiths & Avatars book that does not lose Constitution (specialty priests of Azuth), but in that case the description specifically says that their identify power does not cause Constitution loss. So, do delvesonns lose Constitution when they use their identify ability?
 Delvesonns do lose Constitution when using their identify granted power. It is only a temporary loss. (See the spell description.) Although a delvesonn technically has unlimited use of the identify spell, the character's Constitution score sets a practical limit to the power's use.
 In general, creatures cannot escape the penalties associated with casting a particular spell unless there is a rule that specially exempts them (as is the case with specialty priests of Azuth).
Attributes: 2E, Spell, Class

Sage Advice #269 p. 112 (March 2000), Question: 2 🔗
Will a knock spell unclasp a buckle or other fastening on a saddle?
 A knock spell opens any closure that fits within the spell's size limit. (See spell description.) If a knock spell is directed at a creature's equipment, allow the creature a saving throw vs. spell to negate the effect.Attributes: 2E, Spell

Sage Advice #269 p. 112 (March 2000), Question: 3 🔗
What are the limits of the immunity of a yathrinshee (a drow specialty priest of Kiaransalee from the Demihuman Deities book) to all special undead powers and abilities? Does this extend to a lich's spells? What about the abilities of a demilich? Mummy rot?
 Spells are not an undead special ability; any undead spellcaster can affect a yathrinshee with its spells. Any other special attack an undead creature has is ineffective against a yathrinshee. In this case, "special" is any spell-like or magical effect that inflicts something other than simple damage, including a lich's fear and paralyzation powers; a ghost's fear, aging, and magic jar powers; mummy rot; a vampire's charm; and any kind of energy or ability score drain. An undead creature's special defenses are not affected.Attributes: 2E, Class

Sage Advice #269 p. 112 (March 2000), Question: 4 🔗
When a 1st-level thief character has a negative score in a thieving skill, does she have to raise that score to a positive number when she gains 2nd level?
 No. A thief of any level can have a negative score in a thief skill. The character cannot use a thief skill unless her score in that skill is greater than 0.Comment: Matches PHB p. 55 that says a thief must have at least 1% to use a skillAttributes: 2E, Class

Sage Advice #269 p. 112 (March 2000), Question: 5 🔗
When choosing skills for high-level characters from the High-Level Campaigns book, can characters choose proficiencies from crossover groups? For example, can a paladin choose the priest's Eminence skill? The opening text in the skills section seems to say no.
 Characters can choose skills from Table 40 in the High-Level Campaigns book using the same group crossovers that the Player's Handbook allows. (See Table 38 in the Player's Handbook. Unlike nonweapon proficiencies in the Player's Handbook, however, characters cannot choose skills from outside their groups at an increased cost. For example, a paladin can choose high-level skills from the warrior or priest list, but not from the wizard or rogue list.Attributes: 2E, Class

Sage Advice #269 p. 112-113 (March 2000), Question: 6 🔗
I'm a DM, and I'm disputing something with one of my players who is also a DM. Our disagreement surrounds the turning undead ability. After a successful turning roll, you roll 2d6. Is this roll for the total number of Hit Dice turned or the number of creatures turned? Do you roll the 2d6 once for the whole turning attempt, or once for each type of undead creature present? If not, how do you handle mixed groups of undead? What happens when some of the undead are turned or destroyed automatically? What happens when you have a mixed group of undead and some of them are weak enough that an extra 2d4 creatures are affected?
 First, in your campaign, you make the call, no matter how your players choose to do things when they run their own campaigns.
 You roll your 2d6 only once per encounter (because each priest or paladin can only make one turning attempt during each encounter), and then only if the initial 1d20 roll is high enough to succeed. If there is a mixed group of undead, the weakest undead are affected first. Among undead of the same Hit Dice, the undead closest to the caster are affected first. Note that it is possible to affect some undead in a mixed group and not others. For example, a 6th-level cleric encounters six shadows and two wraiths, all moving single file down a corridor toward the cleric. One wraith is in the lead, followed by the six shadows, with the second wraith bringing up the rear. The cleric rolls 1d20 and gets a 10, which is high enough to affect the shadows but not the wraiths. The cleric rolls 2d6 and gets a 5. Neither wraith is affected because the turning roll was not high enough. The five shadows closest to the cleric are turned, leaving the last shadow unaffected. On the following round, another 6th-level cleric steps up and tries a turning roll. He gets a 20, but the 2d6 roll is only a 2. The remaining shadow is turned (because the weakest creatures are affected first). The wraith closest to the cleric is also turned, leaving the second wraith unaffected.
 A mixed group of undead that contains creatures the priest or paladin can turn or destroy automatically is handled in the same way, except that some creatures will be affected no matter what the initial 1d20 roll is. Apply any automatic turning or destruction before determining if any other creatures are affected. If the priest or paladin can destroy extra creatures, roll 2d4 first and destroy all those creatures first. For example a 13th-level cleric encounters 2 spectres, 6 wraiths, and 8 shadows. The cleric automatically destroys the shadows (blasting an extra 2d4 of them), automatically turns the wraiths, and needs a turning roll of 4 to turn the spectres. The cleric rolls 1d20 and gets a 1. The cleric still can affect 2d6 of the wraiths and shadows, and destroys an extra 2d4 shadows to boot. The cleric rolls 2d4 first; the cleric rolls a 5 and destroys five shadows. Now the cleric rolls 2d6 and gets a 7; this destroys the remaining shadow and turns all 6 wraiths.
Attributes: 2E, Turn Undead

Sage Advice #269 p. 113 (March 2000), Question: 7 🔗
How do you figure out the chance of spell failure for a character using the dragon sage kit from the COUNCIL OF WYRMS™ setting? The book says the failure chance is based on the character's Wisdom score plus 15%, which implies that the higher the character's Wisdom score the higher the chance for failure. To make matters worse, the example in the book says that a dragon sage with a Wisdom score of 18 has a 15% chance for failure. Help!
 Use the Chance of Spell Failure column from Table 5: Wisdom in the Player's Handbook, and add 15% to whatever value is listed there. For example, a character with a Wisdom score of 18 has a spell failure chance of 0, +15% equals 15%.Comment: A bit more on scrollsAttributes: 2E, Class

Sage Advice #269 p. 113 (March 2000), Question: 8 🔗
Using the PLAYER'S OPTION®: Combat & Tactics rules, do characters who have grand mastery with a missile weapon receive an additional attack per round with that weapon? Other than an additional attack per round, are there any benefits to grand mastery with a missile weapon?
 Grand mastery with a missile weapon grants the character an extra attack each round, a damage increase, and bigger knockdown die as explained on page 76 of Combat & Tactics.Attributes: 2E

Sage Advice #269 p. 113 (March 2000), Question: 9 🔗
If a group is using the Skills & Powers rules and wants to also use Combat & Tactics rules, can other warriors besides fighters take high and grand mastery? If so, can nonwarriors take them also? Combat & Tactics is quite clear that only single-classed warriors can become high and grand masters; however, page 74 of the Skills & Powers book talks about some flexibility.
 Pages 118 and 119 in the Skills & Powers book discuss weapon mastery. If you're using the Skills & Powers and Combat & Tactics rules together, use the C&T rules for the effects of weapon mastery, but use the S&P rules for determining who can learn mastery. (Table 54 in S&P gives character point costs.) Only single-classed fighters can become high masters or grand masters. (See next question.)Attributes: 2E, Class

Sage Advice #269 p. 113 (March 2000), Question: 10 🔗
What level to you have to be to achieve the various levels of weapon mastery?
 That depends on the character's class and which rules you're using. (See the previous question.) Here are the minimum levels, assuming that you're using the expanded access to mastery the Skills & Powers book allows:
Master. . . . . . . . . . . . . . 5th level (fighter)
7th (ranger, paladin, multiclassed fighter)
8th (cleric)
9th (thief)
10th (wizard)
High Master*. . . . . . . 5th level (fighter)
Grand Master*. . . . . . 9th level (fighter)

 *Only fighters can be come high masters or grand masters.
Attributes: 2E, Class

Sage Advice #269 p. 113-114 (March 2000), Question: 11 🔗
The material in the Skills & Powers book on multi-class characters has me confused. It says the character points for each class must be spent on that class's list of abilities. I understand that this is to keep a thief/mage from buying one thief skill and spending all the other points on mage abilities, but what about nonweapon proficiencies? If one of my players has a thief/mage with 5 CPs left over from the thief class and 16 from the mage class, can those be spent on nonweapon proficiencies or just the class abilities? The letter-of-the-law seems to say just class abilities, but was that the intent?
 The player can "spend" points from either or both class's allotments of CPs by saving them for use at a later step (such as the nonweapon proficiency step). If the player is creating a demihuman character, she can save only 5 CPs. In this case, the player could save all 5 extra CPs from her thief allotment, but then she would have to spend or discard the 16 extra CPs on mage class skills or else lose them. The player could save 5 of her 16 extra mage CPs, but she would have to spend her remaining 11 mage CPs on mage class skills or discard them. She also would have to spend the remaining 5 thief CP's on thief class skills or discard them. She also could save a few CPs from each class, so long as she saves only 5 in total. Then she must spend the remainder from each class appropriately or discard them.Attributes: 2E, Class

Sage Advice #269 p. 114 (March 2000), Question: 12 🔗
A friend of mine stumbled over the following phrase in the MONSTROUS MANUAL™ tome: "Cyclops can hurl boulders up to 150 yards away, inflicting 410 points of damage." I'm sure that others have asked the question before, but what would the real damage be? 4d10 or 4-10 (2d4+2)? My research regarding the damage was unsuccessful, although I looked for older stats in other books.
 You are the first to ask. The damage is 4d10; the ultimate source is the original Deities and Demigods book.Attributes: 2E

Sage Advice #269 p. 114 (March 2000), Question: 13 🔗
When dealing with a creature or character who is only surprised on a 1 and another creature that surprises on a 1-5, how do you determine surprise?
 If you're playing the AD&D 2nd Edition game, nobody is surprised only on a 1 and nobody surprises on a 1-5, though you might encounter these wordings from time to time as erroneous holdovers from the original AD&D game.
 The phrase "surprised only on a 1" should be replaced by "add two to your surprise rolls."
 The phrase "surprises on a 1-5" should be replaced by "subtract two from opponents' surprise rolls."
 When creatures or characters roll for surprise, just apply all the appropriate modifiers. In this case, the modifiers cancel each other.
Attributes: 1E, 2E

Sage Advice #269 p. 114 (March 2000), Question: 14 🔗
Can the 2nd-level priest spell heat metal make metal hot enough to melt? If not, can it at least heat it to a point where it is glowing and malleable so that the spell could be used in place of a forge for a blacksmith?
 No, in both cases. The heat metal spell makes the recipient metal searing hot, like a stove, not forge hot.Attributes: 2E, Spell

Sage Advice #269 p. 114 (March 2000), Question: 15 🔗
What is the maximum number of spells a wizard can memorize per spell level? (For example, how many 1st-level spells can a wizard hold in memory?) Is the maximum nine spells per spell level? Or do bonus spells, such as those given to specialist wizards, allow a wizard to memorize more than nine spells of a particular level?
 No, nine spells is not the limit. Use whatever number appears on the spell table for the wizard's level, then add any bonus spells that the wizard might be entitled to. This holds true for other spellcasters as well.Attributes: 2E, Class

Sage Advice #269 p. 114 (March 2000), Question: 16 🔗
If you were to throw a shield of missile attraction out into the middle of a battlefield, would it attract all the missile fire, or does someone have to hold onto it for the missile attraction to work?
 An unattended shield of missile attraction does not attract missiles; the shield's missile attraction power works only when someone actually tries to use the shield to fend off a missile attack. Even if somebody uses the shield, it still doesn't suck missiles toward the user, it just makes the user easier to hit with missile attacks.Attributes: 2E

Sage Advice #269 p. 114 (March 2000), Question: 17 🔗
The description for the berserker class's bear form in the Vikings Campaign Sourcebook does not mention the character not being able to berserk in bear form. The wolf form does not allow the fighting frenzy, but can it be initiated in bear form?
 All the limits of wolf form (no speech, no Strength bonus, no berserking, and so on) apply to the bear form as well as the wolf form.Attributes: 2E, Class

Sage Advice #269 p. 114 (March 2000), Question: 18 🔗
Can a priest cast spells while wearing gauntlets of ogre power?
 Yes. Neither armor nor armor-like magical items interfere with a priest's spellcasting.Attributes: 2E, Class

Sage Advice #269 p. 114 (March 2000), Question: 19 🔗
The Spells & Magic book has a rule (on page 79) that allows a wizard to cast a spell for greater effect by increasing the number of spell points allocated to the spell. Could a priest do this too? If so, what would be the effect of casting cure light wounds spell this way? Would the spell heal extra damage?
 Although the text mentions only wizards' casting spells for greater effect, there's no reason why priests can't use it, too. However, "overcharging" only increases a spell's level-dependent variables by increasing the spell's casting level). A cure light wounds spell doesn't have any level-dependent variables.Attributes: 2E, Spell

Sage Advice #269 p. 114 (March 2000), Question: 20 🔗
The rules say that a multiclassed character always uses the best saving throw table from among all of the character's classes. How do I decide which table is best? Say I have an fighter/wizard who is 8th level in each class. The wizard table would give the character a decent saving throw against spells, but against breath weapons the fighter table would be better.
 There is no need to decide which table is "best." The character takes the saving throw table for each class and uses the lowest available saving throw number for each category. The character in your example would use the wizard saving throw vs. spell and the fighter saving throw vs. breath weapons.Attributes: 2E, Class

Sage Advice #269 p. 115 (March 2000), Question: 21 🔗
Do boots of speed double the rate of all forms of movement afoot (that is, a thief moving silently, ranger tracking, withdrawing from combat, and so on) or just running speed? Can the increased speed be "turned off" without actually removing the boots? The boots grant an Armor Class bonus under certain conditions. What are these conditions?
 The boots give their wearer a land movement speed of 24 (no matter what the wearer's land speed without the boots). Anything special the wearer does to move over land is calculated from a base of 24. Note, however, that using the boots tires the wearer, even if the conditions allow for less than full speed. For example, if the wearer's movement rate is reduced to ¼ because he or she is tracking, the boots still allow movement at a rate of 6 (¼ of 24); however, the wearer still must rest after an hour because he or she is using the boots to increase speed.
 The wearer can choose not to use the speed boost and still keep the boots on.
 Any condition that allows the wearer to use a Dexterity bonus to AC also allows the AC bonus from the boots.
Attributes: 2E

Sage Advice #269 p. 115 (March 2000), Question: 22 🔗
If a wizard casts clairvoyance to see what's on the other side of a door, can she center a spell on the other side of the door?
 No, at least not without opening the door first. Clairvoyance is one of the few spells in the game that does not require an unbroken line between the caster and the target, but using a clairvoyance spell does not negate that requirement for other spells.Attributes: 2E, Spell

Sage Advice #269 p. 115 (March 2000), Question: 23 🔗
My friends and I recently played the old module The Tree of Life. We found an item called oil of sunlight. What does this item do? We can't find a description of it anywhere.
Oil of sunlight is briefly described on page 146 of the D&D® Rules Cyclopedia, though no game effects are listed. Essentially it's sunlight in liquid form. It comes in 1-ounce bottles that glow as brightly as candles. I suggest that creatures susceptible to sunlight (such as vampires) suffer 8d6 points of damage if doused with the stuff. Your DM might come up with additional uses for the oil. For example, one bottle could be used to anoint the leaves on one Medium-size plant. The treatment lasts 24 hours, and the plant functions as if bathed in pure sunlight for the whole time. Attributes: 2E

Sage Advice #269 p. 115 (March 2000), Question: 24 🔗
There's a subrace of gnolls called flinds; how do you pronounce the name flind?
 Everyone I know pronounces it so that it rhymes with "wind."Attributes: 2E, Pronounce flind

Sage Advice #269 p. 115 (March 2000), Question: 25 🔗
What happens when a character wielding a vorpal sword attacks a foe wearing a cloak of displacement and rolls a natural 20? Would the attack cut off the opponent's head?
 If the sword wielder is attacking the cloak wearer for the first time in an encounter, the attack misses thanks to the power of the cloak. The attack roll of 20 is sufficient to sever the defender's head, but the attack must hit before it can sever.Attributes: 2E

Sage Advice #269 p. 115 (March 2000), Question: 26 🔗
The Complete Priest's Handbook allows you to create clerics and priests who draw their powers from a force or philosophy. How do you run such characters in a PLANESCAPE® campaign, in which is it sometimes necessary to know the home plane of a cleric's or priest's deity?
 The DM has to choose a home plane for the philosophy or force. I suggest using the character's alignment as a guide. For example, a chaotic good cleric of war probably draws power from Ysgard. You also could assume that all forces or philosophies come from a single plane, most likely the Prime Material Plane. Attributes: 2E, Class

Skip Williams admits that he's used the potted plant gambit himself, but only in conjunction with a plant growth spell or a magical item that creates a full-size plant.

Sage Advice #270, April 2000

It's April and time once again to look at some of the Sage's more unusual, offbeat, or just plain entertaining mail (including another installment of the continuing saga of the stoneskin spell). All questions were submitted in writing or via email by readers.

Sage Advice #270 p. 112 (April 2000), Question: 1 🔗
Near the end of an adventure I ran, the PCs encountered a dragon. The PCs won initiative and let the weakest party member attack first. So, a 3rd-level wizard, using a normal dagger, rolled a critical hit to the head and severed it. He rose, like, two levels. This seems wrong to me.
 Ah, the joys of critical hit systems. The drama, the carnage, the extra effort required ... the potential to bring important encounters to abrupt and unsatisfying halts. Perhaps you should be glad that the dragon didn't accidentally behead your party's best character.
 Since the critical hit system you're using isn't to your liking, you ought to consider scrapping it. You might want to try a new one, such as the system presented in the Combat & Tactics book (in which it is impossible to behead a dragon with a critical hit from a nonmagical dagger unless the dragon is a very small one) or just dispense with critical hits altogether.
 Also note that characters should not advance more than one level per adventure, and that an experience award for defeating a monster should be divided among all the characters who faced the monster, not just to the character who was lucky enough to strike the killing blow. (See Chapter 8 in the DUNGEON MASTER® Guide.)
Attributes: 2E, April Fools

Sage Advice #270 p. 112 (April 2000), Question: 2 🔗
It occurred to me that some crossbows might be more durable than long or short bows in melee combat (as a last resort, of course). Can crossbows be reliably used as melee weapons? I would like to know, because it seems to me that such use, when combined with some of the characteristics the Combat & Tactics book gives crossbows, would make them formidable competitors with the longbow/shortbow family, especially if a fighting style specialization was added for wielding bows, crossbows, and elven bows as melee weapons when missile combat is not an option.
 In general, missile hurling devices do not make efficient melee weapons, though whacking a dragon across the snout with a longbow or heavy crossbow is almost certain to get the creature's attention.
 I some desperate character actually tries this, just treat it as a nonlethal attack. In the core AD&D® game, the character would suffer a -4 attack penalty (for making a nonlethal attack with a weapon), plus an additional penalty for nonproficiency. (I suppose proficiency with staff or club could negate the nonproficiency penalty.) Damage would be 1d6 for a longbow or heavy crossbow, 1d4 for a shortbow or light crossbow, and any damage inflicted would be temporary. (Temporary damage remains for 1 turn.)
 Bows and crossbows are not intended for melee, and it is not possible to specialize for melee combat with such weapons nor to develop melee combat styles for them.
 Bows and crossbows are not built to handle the kind of abuse melee weapons can take. Whenever the wielder scores maximum damage with a blow, have the item make a saving throw vs. crushing blow. (See Table 29 in the DUNGEON MASTER® Guide.) Bows save as thick wood, and crossbows save as thin wood. (Hoo boy, I can hear keyboards clicking and pencils scratching already.) Crossbows, of course, are built from thicker wood than bows are; however, bows are more supple and simple than crossbows. They stand up better because they can bend with a blow rather than break, and they have no small parts that can get knocked of or twisted out of alignment.
Attributes: 2E, Weapon, Ranged in melee, April Fools

Sage Advice #270 p. 112-113 (April 2000), Question: 3 🔗
Please settle an argument. During a battle in which a hill giant held the higher ground, the giant and the party's mage ended up with simultaneous initiative. The giant hurled a boulder, and the mage cast a lightning bolt. My ruling was that both attacks should arrive at their targets simultaneously, all things being equal. Since the trajectory of the boulder was such that it interfered with the path of the bolt (crossing the middle), I felt that the bolt should reflect back on the caster. Furthermore, since the bolt did not discharge on the boulder but merely bounced off, I ruled that the boulder attack could follow through with its successful hit. Thus, dead mage. Did I handle this properly?
 Of course you handled things correctly—your'e the DM.
 On the other hand, you made a series of implausible rulings that all went against the players, which is not healthy for a campaign. In general, ranged attacks should not affect each other. (Longtime "Sage Advice" readers will recall an old discussion of shooting fireballs out of the air with magic missile spells, and a more recent discussion of the fine "art" of arrow catching.)
 Let's consider a few things:
 First, lightning bolts rebound of unyielding barriers. Hurled weapons, even giant hurled boulders, are not unyielding barriers. In fact, a lightning bolt probably should have blasted the boulder to bits and continued merrily on its way.
 Second, you decided that the boulder and the bolt struck home at the same time. This is a fine way to interpret simultaneous initiative. You seem to have failed to consider that a lightning bolt moves, well, at the speed of lightning and that a boulder is not quite so fast.
 Third, you also did not consider that the lightning bolt travels in an absolutely straight line while the boulder has a curved trajectory—perhaps rather eccentrically curved if the boulder was not perfectly round.
 So, given the difference in speeds and paths it's extremely unlikely that the boulder and the bolt would meet. (The boulder would have been about to strike the mage as the bolt went arcing underneath to hit the giant.) As it happens, the game does have ways to account for such rare occurrences. The two that apply in this case are the giant's attack roll and the giant's saving throw. Had the giant's boulder attack missed, it would be perfectly OK to account for that by saying the lightning bolt blasted it out of the sky. (That's why the game uses attack rolls, to account for all the variables an attacker cannot control.) Likewise, if the giant had made a successful saving throw against the lightning bolt, you might have attributed that to a little interference from the boulder.
 In any case, you allowed a monster to evade an area effect spell by chucking a rock at it—not something you should repeat unless you want your players to start trying the same thing.
Comment: Arrow catching is from #249 and #258. Hitting a fireball was from #156. It was an arrow and not a magic missile.Attributes: 2E, Spell, April Fools

Sage Advice #270 p. 113 (April 2000), Question: 4 🔗
If you throw extra holy water on something, will it inflict more damage? Let's say you throw three vials of holy water out of a bucket onto a zombie. Will it inflict the standard 2d4 points of damage or 6d4 since the bucket contains three vials worth of water? In addition, what happens if you immerse a holy-water-sensitive creature in holy water?
 If pouring holy water on undead by the bucket were an efficient way to use the stuff, holy water would doubtless be sold by the bucket.
 The easiest and best way to handle bucket-delivered holy water would be to treat it as an area attack. First decide how far a character could toss the bucket or hurl its contents. (I suggest about 10 feet.) Have the attacker make a normal attack roll, but allow the target a saving throw vs. breath weapon for half damage if the attack hits. Considering a zombie's fairly lousy breath weapon saving throws, using a bucket could be quite effective, albeit costly.
 Complete immersion in holy water would require about 20 gallons of the stuff for a human-sized creature (about 32 vials to the gallon), assuming the creature is dunked in a roughly human-sized tub. Such exposure might inflict 10d8 points of damage each round.
Attributes: 2E

Sage Advice #270 p. 113 (April 2000), Question: 5 🔗
How much damage does a humanoid bite inflict?
 I suggest 1 point for a Small- or Medium-sized humanoid who does not have a carnivore's jaws and teeth. You might also want to reduce any damage bonus from Strength by half (or disallow a Strength bonus altogether).Attributes: 2E

Sage Advice #270 p. 113 (April 2000), Question: 6 🔗
The Obligatory Stoneskin Question Would any stoneskin charges be removed if, for example, a fighter attacked a mage with a normal longswond and the mage had cast protection from normal edged weapons in addition to stoneskin? The attack has no chance of harming the mage at all. If charges are removed from the stoneskin, just how futile must the attempted attack be before the mage protected by stoneskin stops losing stoneskin charges? What if, for example, the mage were surrounded by a wall of force? How long does a stoneskin spell last anyway? How much does the required diamond dust cost for one person to receive the spell?
 Any attack on a creature protected by a stoneskin spell drains a charge from the stoneskin, even if the attack is doomed to miss or cannot possibly damage the target. Note that there are innumerable circumstances in which attack is not possible. A solid barrier between the attacker and the target prevents attacks. If the stoneskin recipient stands behind a wall of force, her foes can hammer on the wall as much as they like, and no charges are drained from the stoneskin because the character is not actually being attacked despite the foes' efforts. In a similar vein, ranged attacks have no effect unless the protected character is actually within range and selected as the target or included in the attack's area of effect.
 A stoneskin lasts 24 hours or until its charges are used up.
 The diamond dust for the spell costs 100 gp.
Comment: Duration is consistent with issue #201 however here it is defined more as a hard rule and not a suggestion.Attributes: 2E, Spell, Stoneskin

Sage Advice #270 p. 113-114 (April 2000), Question: 7 🔗
I write as one who is constantly feeling low and dejected because his NPCs' best-laid plans are constantly being foiled by those quasi-artifacts, scarabs of protection. It is difficult to adjudicate when and where a scarab will have an effect and when it will not. For example, an NPC wizard cast an Otiluke's acid cloud spell at the party. The spell inflicts 4d6 points of damage (no saving throw) and requires a saving throw for equipment. One of the party members had a scarab of protection. The player claimed that, since the spell didn't require a saving throw, the scarab allowed the character a saving throw, which, if successful, would keep the character's items safe. Is that right? Also, what should I do about spells like Melf's acid arrow and items with special abilities such as vorpal blades or cubes of force? What about special monster powers like a demilich's power to drain a soul? This power says that nothing but an amulet of life protection can stop it.
 A careful reading of the scarab of protection item description makes it pretty clear that scarab's power to grant a saving throw when none is possible applies only to spells. It is reasonable to extend the protection to spell-like abilities, but not to non-spell-like abilities such as breath weapons, diseases, or demilich soul draining. Nor does the scarab help a character avoid natural mishaps such as starving to death or dying of old age. The scarab also does not grant protection from weapon special abilities, magical barriers, or the indirect effects of spells. For example, a scarab wearer cannot see through magical darkness, hear while inside a silence spell, or walk through a wall of force.
 The scarab will prevent damage caused directly by a spell. For example, if the scarab wearer is struck by a Melf's acid arrow, he gets one chance to make a successful saving throw against the spell. If the saving throw succeeds, the spell causes no harm to the character or to his equipment. If the saving throw fails, the spell works, inflicting damage for multiple rounds and possibly destroying equipment. On the other hand, if a character stands under a 10-ton weight suspended by a rope and a foe uses Melf's acid arrow to sever the rope, a scarab of protection won't keep the character from getting squashed.
 Note that a successful saving throw vs. an area of effect spell always keeps a character's equipment safe. So, your player was right about the Otiluke's acid cloud spell.
Attributes: 2E, Spell

Sage Advice #270 p. 114 (April 2000), Question: 8 🔗
Some people in my group feel that since ogre magi learn to regenerate that they can teach it to anyone. I think its more like birds and flight—something that they're born able to do and just need coaching to learn. Am I correct in that way of thinking?
 One either has the ability to regenerate or one does not. It cannot be "learned," no matter how good a teacher one has. On the other hand, one also cannot gain regeneration simply by assuming an ogre mage's form. Even a character polymorphed into an ogre mage is still herself. (Though that could change over time; see the description for the polymorph other spell.)Attributes: 2E, Spell

Sage Advice #270 p. 114 (April 2000), Question: 9 🔗
Hi! We are a lot of hardcore FORGOTTEN REALMS® and AD&D fans who disagree about the way the word drow is supposed to be pronounced. Some say it like "cow" and some like "row" [as in "row a boat"]. What is the correct pronunciation of drow?
 It's pronounced like "cow" as in: "How, now, dark drow?" As it happens, the esteemed editor of this fine publication, Dave Gross, insists that any being whose name rhymes with "cow" cannot possibly be as formidable or scary as the drow are, and prefers the "row" pronunciation. I don't find anything particularly scary about a couple of drow out rowing, but there's no accounting for taste (mine or Dave's).Attributes: 2E, Pronounce drow

Sage Advice #270 p. 114 (April 2000), Question: 10 🔗
For some time now, the question of how potions are identified has bothered our gaming group. The rules are a bit vague, in my opinion, and it would be greatly appreciated if you could clear things up for us and others who have the same questions. The Player's Handbook says a potion's effects are unknown until some brave soul tries a small sample. Similarly, the DUNGEON MASTER Guide says characters must sample from each container to determine the nature of the liquid inside. This method of identification seems to me to be somewhat hit-or-miss in its nature. Suppose a character sips from a vial containing a potion of fire resistance, a potion that lasts for one turn. Short of walking into the party campfire or the fireplace at the local inn within moments of sipping from the vial, how could a character possibly know what the potions effects are? This method of identification would seem adequate for such potions as diminution, flying, and other obvious effects, but woefully inadequate for such potions as invulnerability, plant control, or water breathing, to name just a few.
 The rules for identifying potions are deliberately vague. The idea is to require players to be creative for have their characters spend some gold on identify spells). Of course, the DM has to be creative, too. The DM must adjudicate the result of any test a character tries and must provide clues where appropriate. Neither problem is insurmountable. Just assume that the required "small sample" produces some magical tingle and that its effects last a minute or two. Now, let's run through your list:

Fire Resistance: Holding a pinky up to a candle flame would be a sufficient test. (Cruel DMs will insist that the character poke the flame and risk getting burned.)
Invulnerability: A small cut with a table knife will do the trick—the potion will prevent the cut.
Plant Control: Can the character make a flower open or close?
Water Breathing: Time for a dip in the horse trough. (If the test fails, at least the character gets a bath.)
Attributes: 2E

Skip Williams imagines that watching people test potions must be a cherished form of entertainment in towns frequented by adventurers.

Sage Advice #271, May 2000

This month the Sage takes a long look at vampires (without staring one in the eye, of course), then moves on to examine the powers of other creatures in the AD&D® game.

Sage Advice #271 p. 110 (May 2000), Question: 1 🔗
A passage in the DUNGEON MASTER® Guide says that a vampire can command charmed followers mentally, without the need for a common language. Van Richten's Guide to Vampires says that, except for the potentially suicidal act of submitting to feeding, vampiric charm works like the charm person spell. I've always assumed that vampires are seen as friends by those they charm (as per the spell), but they can also give mental commands within the parameters of what a friend would ask without the victim knowing where the command was originating. Is it possible for a vampire to prompt a charmed subject's actions from afar? If so, how far? Would it be possible for a very distant vampire to charm someone through a crystal ball and then control the subject's actions from afar?
 You seem to be referring to the discussion of charmed creatures in Chapter 9 of the DUNGEON MASTER Guide, specifically the section entitled Degrees of Charm. It's very easy to read too much into that section; a vampire (or other creature with an innate charm power) need not share a common language with a charmed subject to control that subject, nor does the creature with the charm power even need to speak. The creature does have to be close enough to the subject for normal speech (about 30 feet), and there must not be any solid barrier between the creature with the charm power and the subject.
 In any case, a vampire's charm power works just like a charm person spell, except that the subject will gladly allow the vampire to feed on his blood.
 A vampire's charm power is a gaze attack, which requires a direct look at the vampire, not merely seeing the vampire's image in a scrying device.
Attributes: 2E, Charm

Sage Advice #271 p. 110 (May 2000), Question: 2 🔗
Is it possible for a vampire to move around briefly in the daytime by moving quickly between shaded areas so that it never spends a whole round in the light?
 According to the MONSTROUS MANUAL™ book, vampires become powerless the instant they are exposed to sunlight and are destroyed after 1 round. The MONSTROUS MANUAL book does not define powerless. I suggest that the vampire cannot attack, use spells, use its special abilities, or act other than to make a normal defense (no special bonuses to attackers). It can move 5 feet. If the vampire begins and ends a round in sunlight, it is destroyed. It would be possible for a vampire to step into sunlight and stagger out again without being destroyed, but its progress would be very slow. If the vampire tries this more than once in the same turn, have it make a saving throw vs. death magic on the second and any further attempts to pass through sunlight that turn. If the saving throw roll fails, the vampire collapses upon entering the sunlight and is destroyed after 1 round unless someone pulls it out of harm's way.
 If you're using the rules for exceptionally powerful vampires, such as those found in Van Richten's Guide to Vampires, you can use a similar procedure, but the vampire can tolerate more exposure to sunlight before suffering harm.
Attributes: 2E

Sage Advice #271 p. 110 (May 2000), Question: 3 🔗
Can a vampire swim or walk around underwater? Van Richten's Guide to Vampires says that oceans and seas do not count as running water.
Van Richten's Guide to Vampires is pretty explicit about what constitutes running water, but I do not recommend that you use its definition. (It's much too narrow.) Stagnant water won't harm a vampire, but "running" water is anything that has a current or natural circulation, including lakes and oceans.Attributes: 2E

Sage Advice #271 p. 110+112 (May 2000), Question: 4 🔗
Is it possible for a vampire in gaseous form to diffuse though an entire house? For example, could a vampire start at the top of a house and let parts of itself seep down into all the rooms? This would allow the vampire to monitor conversations in multiple rooms and pick an out-of-the way area to reform when it wished to resume solid form.
 A vampire can't use its gaseous form power to make itself as big as a house, or any bigger than its original size.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 5 🔗
What are the limitations on the amount of equipment that can go with a vampire who changes form, either into an animal or a mist? Can they carry up to the limit of their encumbrance? If not, how much? If a vampire were to load itself down to maximum encumbrance and then turn into a bat, would it still be encumbered in bat form?
 When a vampire (or any creature) changes shape, its encumbrance limit is unchanged. Any equipment it carries still counts toward its encumbrance limit, even if part or all of the load is incorporated into the assumed form. If the creature carries enough to slow it, its assumed form also will be slowed down. Note that the assumed form might have a faster or slower movement rate than the original form; the effects of encumbrance are calculated from the assumed form's movement rate.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 6 🔗
How much damage does violet fungus inflict? The MONSTROUS MANUAL book doesn't say.
 A violet fungus inflicts no damage at all. Its touch rots flesh. Any limb the fungus touches rots and falls of in 1 round unless the victim makes a successful saving throw vs. poison. Note that a cure disease spell applied before the round passes prevents the rot. If a creature's head or body rots, it dies. When a violet fungi makes a successful melee attack, the DM has to decide what part of the opponent's body the fungus has touched. For humanoids, you can roll 1d6: 1=left leg, 2=right leg, 3=left arm, 4=right arm, 5=body, 6=head. For body hits, you can assume that the victim loses 25% of her original hit points each round instead of dying after 1 round.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 7 🔗
I have a Krynnish minotaur who was lucky enough to end up with a 20 Constitution. I have several questions about the regeneration power characters get by having a very high Constitution scores. Can missing limbs be regrown? If not, can they be reattached? Will the regeneration work if a character loses her head? Lastly, can characters regenerate after being dropped to -10 (if the -10 rule is used)?
 Regeneration from high Constitution will not allow a character to regrow lost limbs, but they can be reattached. Reattachment takes as much time as it would take the character to regenerate 20 points of damage. The regeneration works only as long as the character is alive (once you're dead, you no longer have a Constitution score), so the character is out of luck if her hit points drop to -10 or she loses her head.Comment: Follows the description of issue #241 but again contradicts #185. This might be the difference between monster and character regeneration.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 8 🔗
What are the level limits for the sidhe race that were presented in the Celts Handbook?
 I recommend the same limits as elves.Attributes: 2E, Race

Sage Advice #271 p. 112 (May 2000), Question: 9 🔗
When a character is killed by an undead's special abilities, such as Strength loss, Constitution loss, or level drain, he usually is transformed into the same kind of undead that killed the character. What happens to the character's equipment? Does it fall to the ground? Is it absorbed into the Demiplane of Shadow or into some netherworld?
 If the resulting undead creature is incorporeal, than anything it carries falls to the ground. Corporeal undead continue to wear and use their equipment, alignment permitting.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 10 🔗
The MONSTROUS MANUAL book says a dragon cannot execute any other attacks while using a plummet or pin attack. Does that mean that the dragon, once the pin is executed, can do nothing while its bulk pins its hapless foes, or can it just not claw, tail slap, or kick? I would think it reasonable that biting or breath weapon attacks or spells would be feasible while the dragon sits on its foes.
 It takes all the dragon's efforts to keep opponents pinned. The dragon actually has to wiggle around and use its limbs to keep sweeping foes under its body; it does not just lie on top of them.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 11 🔗
Does a holy avenger inflict damage against a molydeus tanar'ri? The monster description says only cold-wrought iron weapons inflict damage, but I think that the holy avenger is a holy weapon and therefore can inflict some damage on this fiend. Am I correct?
 If a molydeus was susceptible to holy weapons, you would be correct. However, it takes a cold-iron weapon or a magical attack to hurt a molydeus (and good luck getting through the critter's magic resistance). Making a molydeus susceptible to holy weapons wouldn't be a bad house rule, though. Note that a molydeus is subject to damage from holy water, which is in a different category of attack from a weapon such as a holy avenger despite the similar name. Of course, there's nothing that says a holy avenger can't be made from cold-wrought iron.Attributes: 2E

Sage Advice #271 p. 112 (May 2000), Question: 12 🔗
I'm a new DM, and I was just wondering how you calculate saving throws for monsters? Nowhere in the DUNGEON MASTER® Guide can I find this information.
 In most cases, use the warrior group table and treat the monster's Hit Dice as its level. Creatures that have extra hit points in addition to their Hit Dice get a one-level boost to their saving throws for every four added points or fraction thereof. The introduction to the MONSTROUS MANUAL book and Chapter 9 of the DUNGEON MASTER Guide (under the Rolling Saving Throws section) have more information.Attributes: 2E

Sage Advice #271 p. 112+114 (May 2000), Question: 13 🔗
Our gaming group is divided over the meaning of the fiendish hide power from the article on tieflings in DRAGON® Magazine issue #235. Fiendish hide makes the character immune to nonmagical weapons hit only by +1 or better magical weapons). Half of the group believes that "hide" implies that the skin should be repulsive in some manner—that is, scaled, feathered, leathery, oozing something, or the like. The other half believes this defense comes from something extraordinary in the character's fiendish blood and has nothing to do with its appearance.
 Both alternatives outlined above seem valid, so pick one and stick with it. Since the article does not imply any change in appearance (beyond the usual for tieflings), the second option is slightly more desirable.Attributes: 2E, Race

Sage Advice #271 p. 114 (May 2000), Question: 14 🔗
Do undead have a Strength rating for the purpose of lifting and carrying? If so, do all types of undead have the same Strength?
 It depends on the undead. Incorporeal creatures have no Strength scores to speak of. For corporeal undead creatures (or any corporeal creature), assume 3½ points per size category (Strength 3 at tiny, 7 at small, 10 at medium, and so on) plus the creature's Hit Dice. For example, a ghoul is a 2 HD creature of medium size, so a typical ghoul has a Strength score of 12. If you want a more detailed method for assigning ability scores to monsters, check out Chapter 2 of the High-Level Campaigns book.Attributes: 2E, Monster Ability Scores

Sage Advice #271 p. 114 (May 2000), Question: 15 🔗
The description of the devil Geryon in A Paladin in Hell refers to the "beguile" spell. No one in my gaming group can find a description of this spell. If this spell works like a rod of beguiling, are our party members allowed a saving throw?
 There is no such spell. Geryon's spell-like power works like a rod of beguiling. There is no saving throw, but magic resistance and elven resistance to charm effects are applicable. Any number of magical effects can negate or block beguiling, including the mind blank spell. Note that beguiled creatures cannot be compelled to do anything harmful to themselves or that would contradict their alignments.Attributes: 2E, Elven resistance

Sage Advice #271 p. 114 (May 2000), Question: 16 🔗
How many spells can a beholder cast in a single round? The MONSTROUS MANUAL book says they can cast spells at will, but lists their number of attacks as 1, which is confusing.
 A standard beholder is not a spell-caster and can't cast any spells. It can, however, use each of its eyes every round, provided the eye actually bears on a target.
 The "number of attacks" entry at the beginning of a monster description refers only to melee or missile attacks; you have to read the description, especially the Combat section, to find out what else the creature can do. In the case of a beholder, the single attack is the creature's bite. The eye rays are special additional attacks. Note that in most cases a creature can attack physically or use a special ability, not both. The beholder's ability to bite and use several eyes at the same time is an exception.
Attributes: 2E

Sage Advice #271 p. 114 (May 2000), Question: 17 🔗
The MONSTROUS MANUAL book and the Complete Book of Humanoids give the pixie character the ability to create illusions that are permanent until dispelled, once a day. How powerful is this ability? Can the pixie create an illusory creature and control its actions? Or is the pixie limited to inanimate objects?
 Treat the pixie illusion ability as a permanent illusion spell cast at 12th level, except that it has only visual and audible components.Attributes: 2E

Sage Advice #271 p. 114 (May 2000), Question: 18 🔗
Can the tarrasque be destroyed by acid or killed via petrification?
 No, in both cases. The tarrasque can be turned to stone, but this will not kill it even if it fails its System Shock roll. DMs might decide that the tarrasque will eventually become unpetrified. It might simply become dormant when petrified, only to become fleshy and active again after 4d4 years, or it might simply revert to flesh after a day, a week, or a month.
 The tarrasque is susceptible to acid damage, but a simple acid attack will not truly kill it no matter how much acid is used—the tarrasque can be killed only with a wish applied after it has been reduced to -30 hit points. Acid might be a good way to reduce the tarrasque's hit points to -30, but it can't do the job alone.
Attributes: 2E

Sage Advice #271 p. 114 (May 2000), Question: 19 🔗
I know that lycanthropes are harmed by silver (and sometimes cold-wrought iron) weapons, but do they also suffer damage from natural things such as drowning, falling, or being crushed by an avalanche?
 Yes to all. Lycanthropes (and other creatures that have any form of weapon immunity) also are susceptible to energy attacks such as fire, lightning, and acid—even from nonmagical sources—unless their descriptions specifically say they are immune.Attributes: 2E

Sage Advice #271 p. 114 (May 2000), Question: 20 🔗
I'm trying to figure out the rules for food. I've found the cost of food, but I would like know what happens when characters don't or can't eat or drink. How long until they die? What effects do hunger and dehydration have on characters?
 You can assume that a character of human size needs a half a gallon of water a day. If the character gets less than that, but at least half, he loses 1d4 points of Constitution every 2 days. If he gets no water or less than half, he loses 1d6 points of Constitution a day. Double the water requirement and the rate of Constitution loss for very hot conditions (such as deserts).
 A human-sized character needs four pounds of food a day. If the character gets less than that, but at least half, he loses 1d4 points of Constitution every 4 days. If he gets no food or less than half, he loses 1d6 points of Constitution every four days. Double the food requirement and rate of loss for very cold conditions or very strenuous activity.
 Once the character receives proper food and water (the full requirement of each), he regains one lost point of Constitution per day of rest.
Attributes: 2E

Sage Advice #271 p. 114+116 (May 2000), Question: 21 🔗
Many fiends can teleport without error. When I read the spell description, I find an ambiguity. The text indicates that a caster within her home plane can teleport without error but must use the Teleport Error Table for attempts to teleport to other planes. Fair enough, but what if the fiend is on another plane (not her home plane) and teleports within that plane? For example, what if a baatezu (home plane Baator) is on the Gray Waste and teleports to a location elsewhere on the Gray Waste?
 Ignore the reference to the caster's home plane. If the caster does not leave the plane she's on, there is no chance for error when using teleport without error. If the caster uses the spell to travel to another plane, there is a chance for error.Attributes: 2E, Spell

Sage Advice #271 p. 116 (May 2000), Question: 22 🔗
What does an elf's resistance to sleep and charm effects really work against? Does it work against breath weapons?
 As "Sage Advice" has said before, an elf's or half-elf's resistance applies to effects that make the recipient sleep or charm the recipient. In this case, a "charm" is an effect that establishes some sort of continuing control over the recipient, not just a compulsion; charm person is a charm effect, hold person and suggestion are not.
 Unlike magic resistance, an elf's or half-elf's resistance can apply to breath weapons and other non spell-like effects.
Attributes: 2E, Race, Elven resistance, Charm

Sage Advice #271 p. 116 (May 2000), Question: 23 🔗
According to the Player's Handbook, a thief's Read Languages ability is based on eclectic knowledge the thief has picked up. She knows enough about signs and symbols to puzzle out writing. One of my gaming groups has adopted the rule that to use this ability, the character must be able to read and write her own language. What do you think?
 I've encountered a lot worse house rules in my day. There's no particular reason why an illiterate thief character couldn't use her Read Languages skill to decipher something written in her native tongue. Indeed, literacy is not a requirement to use the Read Languages skill. On the other hand, reading is a fairly complex task, and it is reasonable to assume that you must master the basics of reading at least one language before you can try to decipher others. Of course, if your thief is required to be literate to use the Read Languages skill, the campaign's wizards should have to be literate to read their spellbooks, and perhaps clerics should have to be literate as well.Attributes: 2E, Class

Skip Williams likens the task of reading game rules to using the Read Languages skill—the more knowledge you collect, the better your understanding of the whole.

Sage Advice #272, June 2000

This month the Sage considers an assortment of questions from the AD&D® game, all straight from the mailbag, and takes a side trip to the universe of the ALTERNITY® game.

Sage Advice #272 p. 114 (June 2000), Question: 1 🔗
Do the undead character classes in the Requiem: The Grim Harvest boxed set get the base Armor Classes listed for similar creatures in the Monstrous Manual™ tome or something else? I can't find a base Armor Class listed anywhere.
 The undead PCs from the Requiem set are Armor Class 10 unless they wear armor—just like other characters.Attributes: 2E

Sage Advice #272 p. 114 (June 2000), Question: 2 🔗
One of the player characters in my group has a naga crown (from the Undermountain boxed set), which doubles the wearer's spellcasting ability. The character also has two rings of wizardry: one that doubles 1st- through 3rd-level spells, and one that doubles 4th- and 5th-level spells. The character gained all of these items in another DM's campaign. Anyway, the player says the items work together to give the character four times as many spells of 1st through 5th level as normally allowed. Is this for real? Do these items work like that? Is there some potentially fatal item interaction?
 As "Sage Advice" has pointed out many times before, items that produce similar effects generally do not work together. The character can claim double spells from the crown or double spells from the rings, but not both. Since a character can wear only two magical rings, the character in question would do well to ditch the rings of wizardry. Note that if you run a really high-powered campaign, it would be okay if the character got triple spells, one extra "set" from the rings and one from the crown, but that doesn't sound like it will suit your game.
 Of course, there's no particular reason why you should allow the character to keep any of these items (or even allow the character into your game at all). While it's fairly common for DMs to allow players to import favorite characters from other campaigns, those characters always enter strictly at the DM's sufferance. The DM should always review such characters to make sure that their levels of power fit the campaign. Stripping away overpowered magic is a time-honored—and absolutely necessary—tradition when dealing with imported characters.
Attributes: 2E

Sage Advice #272 p. 114 (June 2000), Question: 3 🔗
The statistics for the mantle of Baravar spell (from the Priest's Spell Compendium, Volume Two) say that the spell's duration is 1 turn plus 1 round per level of the caster. The spell description, however, says a 10th-level priest can protect one creature with the mantle for 10 hours. What is the actual duration of a mantle of Baravar spell?
 One hour per caster level; the caster can divide the duration equally among two or more recipients, but each recipient must receive at least 30 minutes worth of protection.Attributes: 2E, Spell

Sage Advice #272 p. 114 (June 2000), Question: 4 🔗
The rules for blocking on page 42 of the Combat & Tactics book say a character making a block makes a normal attack roll against Armor Class 4. My DM has interpreted that to mean that you roll using only your base THAC0, but in the example the character uses an "adjusted THAC0." Which is correct?
 In this case, the term "normal attack roll" means apply all modifiers the character would get when making a normal melee attack (Strength, specialization, weapon mastery, magical weapon bonus, and the like). Making an attack roll using only the character's base THAC0 is hardly "normal."Attributes: 2E

Sage Advice #272 p. 114-115 (June 2000), Question: 5 🔗
The description of the Axe of the Dwarvish Lords artifact in the Axe of the Dwarvish Lords adventure says the Axe slowly transforms its user into the generic dwarf from the Player's Handbook. That's only if the user isn't already some kind of dwarf, right? If a deep dwarf uses the Axe, does he turn into a mountain dwarf?
 The Axe transforms the owner into a "standard" dwarf, or hill dwarf (not a mountain dwarf), even if that character is already some other kind of dwarf.Attributes: 2E

Sage Advice #272 p. 115 (June 2000), Question: 6 🔗
When using the Death's Door rule, in which a character doesn't die until her hit points reach -10, how does a ring of regeneration work? The DUNGEON MASTER® Guide says the ring can bring a person back to life if she died when wearing it, but how does this work if the rate of regeneration is 1 hit point per turn and you're losing 1 hit point per round when your hit points are below zero?
 The character doesn't die while wearing the ring unless she was "killed" by a death effect, fire, acid, or disintegration. The character's hit points keep right on falling at the rate of 1 point a round even after the character's total reaches -10. Eventually, the ring restores 1 hit point. At that time, the character stops losing hit points. Thereafter, the character regains hit points from the ring until she reaches full hit points. For example, if a character is knocked down to -3 hit points, it will be 10 minutes (10 rounds) until the character regains a hit point from her ring of regeneration. During that time, the character's hit point total falls to -13, but she's still alive thanks to the ring and will lose no more hit points simply from having a negative hit point total. After 14 more turns, the character will have 1 hit point and will be conscious again.Attributes: 2E

Sage Advice #272 p. 115 (June 2000), Question: 7 🔗
Can a really big weapon negate the automatic miss from a cloak of displacement? For example, will a giant swinging a tree trunk really automatically miss the cloak-wearer just because he seems to be 2 or 3 feet away from his actual position? A true seeing effect will nullify the automatic miss, right? What about immunity to illusions?
 A cloak of displacement defeats the first missile or melee attack against the wearer, even melee attacks made with tree trunks. Yes, true seeing foils displacement. I suggest you treat the cloak's effect as a 3rd-level illusion, so creatures with Intelligence scores of 21 or higher ignore the effect, as do creatures that are immune to all illusion effects.
 Alert readers will note that the Spells & Magic book contains the 2nd-level spell displace self. That spell level is a little low for the cloak's effect, so I'm recommending 3rd level instead.
Comment: More on high intelligenceAttributes: 2E

Sage Advice #272 p. 115-116 (June 2000), Question: 8 🔗
I am having a little trouble with the rules concerning bows and Strength bonus. I remember hearing a ruling somewhere that a character only gained Strength bonuses with a composite bow. Yet the only rules I can find in the Player's Handbook are those saying that a character only receives her Strength bonus on a bow she has specially constructed. Does this bow have to be a composite bow, or can it be any bow? Can it be a crossbow?
  Bonuses or penalties from Strength do not apply to crossbows; note that a crossbow is not a "bow" for the purposes fo this discussion.
 Penalties from low Strength apply to bows. Characters with Strength scores of 16 to 18 can use any bow and get their Strength bonuses. For Strength scores of 18/01 or higher, a special bow is required. The rules in the Player's Handbook do not require a composite bow to use the higher Strength bonus, but there is a clarification in the Arms & Equipment Guide that does require a composite bow. However, the rules in the Arms & Equipment Guide seem to overlook the rule that says you don't need a special bow to get bonuses for a non-exceptional Strength score. I recommend that you require a composite bow for Strengths of 18/01 or higher. Use the damage bonus as a multiplier for the price. For example, a Strength score of 18/01 allows a damage bonus of +3, so a composite bow for a character that strong would cost triple the normal price. Note that characters with lower Strength scores could still use the bow, but they would not be able to string the bow, and they would have to apply whatever Strength adjustments they would normally be allowed, not what the bow allows.
Comment: The Sage is a bit off here. The Arms & Equipment placed the text about strength and bows under the heading Composite Bows, but the example in the text clearly states a regular long bow, base cost 75 gp (compared to a composite long bow base cost 100 gp) can be made to receive the strength bonus.
 Furthermore, the fact that the A&E Guide states you need to add the base price per bonus to damage further indicates that it follows the same outline, made in #142, that follows the same pricing scheme.
 In the end it is up to the DM on how to handle specially constructed bows.
Attributes: 2E, Weapon, Bows and Strength

Sage Advice #272 p. 116 (June 2000), Question: 9 🔗
Is using a ring of vampiric regeneration an evil act? Can a paladin use the ring?
 Wearing or using a ring of vampiric regeneration is not an evil act, and a paladin can use the ring. In spite of the ring's name, it neither provides a regeneration power nor drains hit points from anything—it merely heals the wearer under the right conditions, as explained in the ring's description.Attributes: 2E

Sage Advice #272 p. 116 (June 2000), Question: 10 🔗
I have been having some difficulty understanding how the antipathy/sympathy spell works. First, the wizard decides to affect a specific creature type or "characters" of a particular alignment. Let us assume that the caster selects chaotic evil. Would that casting of the spell affect a tanar'ri? Would a red dragon be affected? Next, the spell description speaks of vibrations that emanate from the target object or area. How far from the object or area do these vibrations extend? The only figure I can find in the spell description is the 30-yard range, which I take to mean that the spell could be cast on a target up to 30 yards away from the caster; this implies nothing about the range of the vibrations. So, how close would a creature have to be from the target area or object before being attracted to or repelled from the target area or object?
 In this case, "character" is synonymous with "creature," so the antipathy/sympathy spell in your example would affect any creature with a chaotic evil alignment.
 If the spell is cast on an area, creatures must be within the area before they feel the spell's effects. If the spell is cast on an object, creatures must be close enough to touch the object.
Attributes: 2E, Spell

Sage Advice #272 p. 116 (June 2000), Question: 11 🔗
A wall of fire spell inflicts 4d4 points of damage plus 1 point per caster level to creatures touching or passing through the wall, 2d4 points of damage to creatures within 10 feet of the wall, and 1d4 points of damage to creatures within 20 feet of the wall. If you cast the spell around a white dragon's leg, wouldn't the dragon suffer the damage from the wall and the damage from being 10 and 20 feet away because the dragon is simultaneously touching the wall and is also 10 and 20 feet away, thanks to its long body?
 No. Targets suffer damage from touching (or passing through) the wall or for being near it, not both. This also applies to any creature that approaches and passes through the wall in the course of a single round; it takes damage equal to its most severe exposure—4d4 points of damage plus 1 point of damage per caster level. Note that the dragon in your example would suffer double damage from the wall because it is a cold creature. Note also that the dragon gets a saving throw to avoid touching the wall if the caster tries to place the wall right on it.Attributes: 2E, Spell

Sage Advice #272 p. 116 (June 2000), Question: 12 🔗
I am having a problem with the natural Armor Class of the bariaur. In the PLANESCAPE® MONSTROUS COMPENDIUM® APPENDIX the Armor Class for the race is listed as 6; however, none of the information on bariaur player characters mentions any natural armor for the bariaur.
 An unarmored bariaur has an Armor Class of 01(subjectot Dexetyrti adjustments).Attributes: 2E, Race

Sage Advice #272 p. 116 (June 2000), Question: 13 🔗
According to the text of the 2nd-level wizard spell rope trick, the extradimensional space the spell creates can hold the caster and seven others. Does this mean that the caster must climb the rope and occupy the space? Couldn't eight other people go up the rope and enter the space, leaving the caster behind?
 No, the caster is not obliged to climb the rope and enter the extradimensional space. I'm inclined to suggest that the caster and up to seven other creatures of any size can occupy the space. If the caster doesn't enter the space, it still holds only seven creatures other than the caster. But then, I've a notoriously literal mind when it comes to reading spell descriptions. It would be perfectly reasonable for a DM to rule that the space can hold any eight creatures of human size. Pick one of these two alternatives and stick to it.Attributes: 2E, Spell

Sage Advice #272 p. 116 (June 2000), Question: 14 🔗
Which spells, if any, would protect you from the steam breath of a dragon turtle? Would spells such as protection from fire, endure heat, or fire shield (cold flames) be effective?
 For game purposes, dragon turtle breath is a fire attack. All the spells you have listed offer some degree of protection. Creatures that are immune to fire, such as fire elementals and red dragons, suffer no damage from dragon turtle breath.Attributes: 2E, Spell

Sage Advice #272 p. 116 (June 2000), Question: 15 🔗
Under the spell point system presented in the Spells & Magic book, spellcasters can spend extra spell points on free magicks (spells that don't have to be memorized ahead of time). If my wizard spends the points for a 3rd-level free magick, does he still have to study his spellbook? If so, does he have to study every 3rd-level spell in his book? How long would that take?
 A wizard must have a spell in his spellbook to use it as a free magick, and the character must study his spellbook to prepare free magicks. The character need not study every spell of the appropriate level, but he does have to at least skim the book. Preparing a free magick takes as much time as preparing a fixed magick, 10 minutes per spell level, though the cost in spell points is higher.Attributes: 2E

Sage Advice #272 p. 117 (June 2000), Question: 16 🔗
One character in my group has some dust of sneezing and choking. The druid in the group wants to use a dust devil spell to disperse the dust and thus kill several opponents at once. What would happen if someone actually tried that? Could the dust devil scoop up the deadly dust and use it to kill or incapacitate anyone it touched?
 The dust has no effect at all if dispersed by a wind (though I imagine it would create a pretty unpleasant smell).Attributes: 2E, Spell

Sage Advice #272 p. 117 (June 2000), Question: 17 🔗
In DRAGON Magazine #269 there was a question asked about how to pronounce the name of the gnoll's cousin, the flind. You responded that everyone you know pronounces it so that it rhymes with "wind." I thought that was a good answer, until I thought for just a second more and realized that answer still didn't solve the questioner's problem. Is that "wind" as in "the wind is blowing from the south," or "I need to wind my watch?" Long "i" or short "i"? The poor guy still has no idea how to pronounce "flind."
 Yes, well I was being flippant there. Sometimes the Sage's jokes work, and sometimes they crash and burn.
 The really correct way to pronounce "flind" is "gnoll" (rhymes with roll or role). Too many designers insist on creating new monsters when variants on existing monsters will do.
 For the record, the name "flind" rhymes with wind (air movement outdoors) and grinned (a smile in the past tense).
Attributes: 2E, Pronounce flind

Skip Williams has been serving as the lead designer of the new Monsters Manual, a task that has hiven him plenty of opportunities to ponder the ups and downs of monster design.

Sage Advice #273, July 2000

This month, the sage considers the gritty problem of petrification and other arcane mysteries of the AD&D® game.

Sage Advice #273 p. 114 (July 2000), Question: 1 🔗
Do you have to write a spell into your book in reverse to be able to memorize it in reverse? Does this process take extra time to memorize or extra space in the spellbook?
 No in both cases. The spell is written into the spellbook normally and prepared normally, except that the character preparing the spell has to choose either the regular version of the spell or the reverse. It is up to the DM to decide what makes a spell reversible. Perhaps a spell's casting instructions contain a few extra notes on how to read the reversed spell as opposed to the regular version. (These notes are not long or complex enough to make the spell any longer to copy or cast.) Certain spells might simply lend themselves to "reversing." (Perhaps the character reads parts of the spell, or the whole spell, backward.)Attributes: 2E

Sage Advice #273 p. 114 (July 2000), Question: 2 🔗
Does falling unconscious from a sleep, color spray, or similar spell cause a spellcaster to lose the spells in her memory? How about going unconscious as a result of the Hovering on Death's Door optional rule?
 Being put to sleep or knocked out by a color spray spell doesn't wipe spells from a character's mind. Nor does being knocked out by a punch. Being sent to death's door does wipe spells from a character's mind—it is a much more severe condition than any of the other examples.Attributes: 2E, Spell

Sage Advice #273 p. 114 (July 2000), Question: 3 🔗
Can a sha'ir use a spelljamming helm? The rules seem to indicate that powering and controlling the helm depends on memorized spells or spell-like abilities, but sha'irs don't cast spells like other wizards—they receive their spells through their mastery of a gen. Can the gen itself use the spelljamming helm? If a sha'ir can somehow spelljam in wildspace, would there be any way for the sha'ir to spelljam in the phlogiston? A gen wouldn't be able to retrieve spells if it followed the sha'ir into the phlogiston, and the sha'ir wouldn't be able to summon the gen if it didn't accompany the sha'ir into the phlogiston. Right?
 A sha'ir could use a helm, but she would have to have her gen with her. Spelljamming depletes the gen's spellgathering potential for the day.
 By itself, a gen couldn't use a helm.
 As "Sage Advice" has pointed out many times before, gens have a legendary ability to wiggle in and out of odd corners of the multiverse to get spells for their sha'irs. A gen can indeed exit the phlogiston to fetch spells for its sha'ir.
Attributes: 2E

Sage Advice #273 p. 114 (July 2000), Question: 4 🔗
I understand the general mechanic for finding secret doors, but I'm not sure how it actually works in a game. How does a character who is not an elf find a secret door? Many modules I've read contain areas in which it is necessary to find and use a secret door to continue, but the small chance to actually succeed at this task seems counterproductive. What happens if no one successfully detects such a door? Must the party return later and try again (this hasn't worked well in my games), search longer, or simply fail outright?
 A human or other non-elf finds a secret door on a roll of "1" on 1d6.
 The DUNGEON MASTER® Guide says a character can search a section of wall for secret doors only once. (See Concealed and Secret Doors in Chapter 15.) I recommend, however, that you allow characters to search for secret doors as many times as they like, but that each search takes the requisite 10 minutes per 20-foot wall section. If you want to save time during play, just assume that a full hour spent searching a 20-foot wall section automatically reveals any secret door hidden there.
Comment: Consistent with issue #152Attributes: 2E

Sage Advice #273 p. 114-115 (July 2000), Question: 5 🔗
Is there a way for a mage to create magical items and not lose Constitution in doing so?
 Yes, just use the enchant an item spell and cast a permanency spell as part of the enchantment process. Note that there are four ways to cast permanency:
On the caster: 1 point of Constitution lost.
On another creature: 1 point of Constitution lost.
On an area: 1 point of Constitution lost.
In conjunction with an enchant an item spell: 5% chance for a 1-point Constitution loss.
Comment: Much clearer than both PHB and Wizard's Spell Compendium.Attributes: 2E, Spell

Sage Advice #273 p. 114 (July 2000), Question: 6 🔗
When I read and DM an adventure there are usually numerous magical effects, such as traps. How do I determine what level the creator of each magical effect was?
 Read the module very carefully; the caster level for each magical effect should be in there somewhere.
 If you can't find a caster level, just assume the caster level is the minimum required to cast the spell, plus one. For example, symbol is a 9th-level wizard spell, which requires an 18th-level caster. An unknown symbol spell would therefore be cast at 19th level.
Attributes: 2E

Sage Advice #273 p. 115 (July 2000), Question: 7 🔗
Can a multiclass fighter have exceptional Strength? What about a dual-classed fighter?
 Yes, and so can any other multiclassed character who has a class from the warrior group. Note that some races disallow exceptional Strength. A multiclassed halfling fighter, for example, could not have exceptional Strength.
 A dual-classed warrior does not lose exceptional Strength when switching to another class, but a character who does not already have exceptional Strength does not gain it when switching to a class in the warrior group.
Attributes: 2E, Class

Sage Advice #273 p. 115 (July 2000), Question: 8 🔗
Is it possible to combine the 1st-level priest spell strength of stone with the 2nd-level priest spell draw upon holy might to get a Strength score of over 19, even if your normal Strength score is only 9?
 No. In general, you cannot combine two magical effects that do the same thing (such as boost your Strength score). You also couldn't combine either of these spells with the 2nd-level wizard spell strength. You could, however, use strength of stone to boost your Strength score and use draw upon holy might to boost another ability score at the same time.Attributes: 2E, Spell

Sage Advice #273 p. 115 (July 2000), Question: 9 🔗
A thief in my campaign has just acquired a sun blade. The item description in the DUNGEON MASTER Guide says it is handled like a short sword, but I assume it is still a slashing weapon, not a piercing weapon, and cannot be used by the thief to backstab. Is that right?
 You're right that a sun blade is a slashing weapon. (It's a bastard sword.) However, you don't need a piercing weapon to backstab; you just need a melee weapon on the thief's weapon list. Since short sword is on the thief list, you can backstab with a sun blade when you're using it like a short sword—but sneaking up on an opponent while holding the glowing sun blade might be tricky.Attributes: 2E

Sage Advice #273 p. 115 (July 2000), Question: 10 🔗
When you use a character point to reroll during play, do you have to spend the point before rolling? In other words, is it spent even if you make the original roll?
 You must make your decision to spend a character point before you roll any dice. If a roll is successful, you don't have to spend the point. If the roll fails, you must spend the point and reroll. (If you have the point to spend, you can declare your intention to spend a point on the reroll, too.)
 If you've saved character points for use during play, it pays to keep your mind on the game and think about which rolls are going to be the critical ones; otherwise, you'll wind up spending your points on rerolls that don't really matter.
Attributes: 2E

Sage Advice #273 p. 115-116 (July 2000), Question: 11 🔗
The DUNGEON MASTER Guide says that a flame tongue sword can easily ignite flammable items. If an NPC parries or disarms a PC's melee weapon with a flame tongue sword, would this require an item saving throw against magical fire for the PC's weapon?
 No. A flame tongue sword can set things alight as readily as a torch can, but it isn't hot enough to damage nonflammable items.Attributes: 2E

Sage Advice #273 p. 116 (July 2000), Question: 12 🔗
I'm having trouble understanding how the curse tablet spell (from WIZARD'S SPELL COMPENDIUM™ Volume 1) works. The spell has a range of 5 yards per level, and I find this range requirement confusing. First, I take it that the 1-turn casting process of writing the victim's name on a lead tablet; driving a nail through the tablet; and placing the tablet "within an occupied tomb" must all be accomplished within range of the victim. Is that right? Second, what exactly constitutes an occupied tomb? Is it synonymous with an occupied coffin, or can this spell effectively be cast only when the victim is within 5 yards per level of a graveyard? Third, I take it that once the spell is successfully cast, range no longer matters, and the victim is attacked by the spell even if he gets on a boat and travels hundreds of miles away. Correct?
 I this case, "range" is the distance from the completed tablet and the victim at the time the spell is cast. Once the spell is complete, the distance between the victim and the tablet is irrelevant, although the spell is not effective if the tablet is not on the same plane as the victim. An occupied tomb is any structure that houses the remains of a dead being, which could indeed be as simple as a coffin. Your DM might define "occupied tomb" more strictly. For example, the "tomb" might have to be occupied by a "person" (a humanoid of human size or smaller) or by a being with an Intelligence score of 3 or higher. Given the spell's rather short range, any fairly low-level caster must be pretty ingenious to use this spell successfully. For example, the caster might have to smuggle a coffin into the victim's basement, lure the victim to a graveyard, or catch the victim at a funeral.Attributes: 2E, Spell

Sage Advice #273 p. 116 (July 2000), Question: 13 🔗
Page 9 of the Domains of Dread book says that each and every Necromancy spell requires a RAVENLOFT® Powers check, yet the Powers checks table has an entry only for evil Necromantic spells.
 The text on page 9 is misleading. Necromantic spells that are not "evil," such as cure disease, do not require Powers checks—although its reverse, cause disease, does. The lists of altered spells in chapters 8 and 9 identify most of the spells from the Player's Handbook that trigger Powers checks. These lists have some curious oversights. For example, the various inflict wounds spells are not included, but they should be. If you're using the WIZARD'S SPELL COMPENDIUM or PRIEST SPELL COMPENDIUM™ books, you'll need to compare the spells in them to the altered spells in chapters 8 and 9 to decide which ones trigger Powers checks. In general, spells that harm the subject's life force or spirit require Powers checks, as does any spell that inflicts a curse.Attributes: 2E, Spell

Sage Advice #273 p. 116 (July 2000), Question: 14 🔗
Suppose a creature with shapeshifting ability, perhaps a doppelganger or werewolf, is polymorphed into an elf (or any other form). Does the creature retain the ability to shapeshift? Or is the ability lost because the creature is now an elf?
 The ability to change shape goes with the creature's mind, not its body. A creature that has such an ability can assume its own form the round after being polymorphed. This effect breaks a polymorph other or polymorph any object spell.Attributes: 2E, Spell

Sage Advice #273 p. 116 (July 2000), Question: 15 🔗
If a character using a polymorph self spell becomes petrified, does she retain the shape she was polymorphed into? What happens when the polymorph self spell ends? Does the statue change shape?
 When petrified, the subject becomes a stone version of whatever its form currently happens to be. A character polymorphed into a snail, then petrified, becomes a stone snail. The creature is locked into the current stony shape until the petrification effect is broken. Note that petrification disables the subject mentally, so there is nothing the subject can do to break the effect. A creature with an innate shapeshifting ability (see previous question) cannot escape petrification by changing shape.Attributes: 2E, Spell

Sage Advice #273 p. 116 (July 2000), Question: 16 🔗
The polymorph self spell description says the user changes back to his own form when killed. If the polymorphed character is petrified, then killed by being broken, what happens? If the shape does not revert because of the change to stone, what is the status of any items that were polymorphed along with the character?
 Breaking the statue does not break the petrification effect. The character's body and all his items remain stone, whether the character was polymorphed or not.Attributes: 2E, Spell

Sage Advice #273 p. 116 (July 2000), Question: 17 🔗
How does dispel magic affect a being turned to stone by the flesh to stone spell compared to a special ability, like gorgon's breath?
 In both cases, dispel magic is ineffective. Petrification is an instantaneous effect (though one with lasting consequences), so there is nothing to dispel.Attributes: 2E, Spell, Dispel Magic

Sage Advice #273 p. 116 (July 2000), Question: 18 🔗
Do magical items worn by those turned to stone or polymorphed still work? Say a petrified character is broken into pieces. Does a ring of regeneration slowly rebuild the broken statue? Will a gem of souls or other soul protecting device grab the spirit of the broken character? What about protective spells? Does a protection from lightning spell protect the statue?
 Items might continue to function when a character is polymorphed (the various polymorph spell descriptions leave this up to the DM), but they become nonfunctional when a character is petrified. Any spell operating on a creature is suspended when the creature is petrified. If the spell has any duration remaining when the creature is restored, the spell comes back into effect. If the duration expires while the creature is petrified it is lost.Attributes: 2E, Spell

Sage Advice #273 p. 116-117 (July 2000), Question: 19 🔗
If a character fails a saving throw vs. a monster's fear power, will she run away the entire time she is affected, or will she run only until she doesn't see the monster anymore? If the character is forced into a corner where she cannot run and the monster still closes in and attacks, does this break the fear effect, or does the character just cower in the corner? Or does the character try to break out of the corner so she can run farther?
 Unless you find something to the contrary in the monster's description, assume a fear effect is just like the 4th-level wizard spell fear cast at a level equal to the monster's Hit Dice. Cornered creatures fight normally, but there's a chance they'll drop what they're holding. (See the spell description.)Attributes: 2E, Spell

Sage Advice #273 p. 117 (July 2000), Question: 20 🔗
The wall of ice spell has a variation that allows you to crumble the wall and thus approximately duplicate the ice storm spell, right? A player of mine says that the ice storm effect has the same duration that the ice wall variation has, and therefore the wall crumbles over and over again. Is he right?
 If a wall of ice spell is cast so that it falls and inflicts damage, it's gone. The wall can fall and break only once.Attributes: 2E, Spell

Sage Advice #273 p. 117 (July 2000), Question: 21 🔗
I've got a character with a ring of blinking and a cloak of displacement. Can those two items have an effect together?
 Yes. When the character is attacked, first check to see if the ring of blinking foils the attack. If the ring does not foil the attack, resolve the attacks exactly as you would against any other person wearing a cloak of displacement. Note that the cloak foils the first attack a foe makes against the character, but if the ring foils the attack, the attacker hasn't really attacked the character (because the character blinked away before the cloak had any effect).Attributes: 2E

Sage Advice #273 p. 117 (July 2000), Question: 22 🔗
If the target of a charm person spell makes his saving throw, does he realize a spell has been cast at him? What happens if the target fails his saving throw? Does the target know he's under an enchantment? Once the charm person spell has ended, does the target realize that he was charmed?
 I strongly recommend that creatures know something is up when they make successful saving throws. The creature should be aware of some sort of twinge or unpleasant tingle. Some DMs even allow the subject to make a Spellcraft check to identify the type of spell.
 I also recommend that creatures not notice when they fail their saving throws (at least not while the spell cast on them lasts) unless the spell produces some noticeable physical or sensory effect. (It's pretty hard not to notice a fireball engulfing you.)
 In the case of charm person, it's a good bet that an intelligent character who has been compelled to do something he wouldn't normally do will know that something was amiss. The less ordinary the subject's actions, the more likely the subject is to realize someone tampered with his mind. For example, if a PC uses a charm person spell to get a tightfisted merchant to give him a big discount, the merchant should wonder what made him give the PC such a good deal once the spell wears of. The PC should look out for squalls if he ever meets that merchant again.
 On the other hand, the more ordinary the subject's actions, the less likely the subject is to realize he has been enspelled. For example, if a PC ducks into a shop while running from the town guard and uses charm person to persuade the merchant not to turn him in, the merchant probably will be none the wiser (particularly if the merchant wasn't too honest to begin with). If the PC then buys something from the merchant for a generous sum, the merchant might well remember the PC fondly.
Comment: Pretty consistent with issue #262Attributes: 2E, Spell, Charm

Sage Advice #273 p. 117 (July 2000), Question: 23 🔗
Say a neutral good PC successfully uses a charm person spell on a neutral evil NPC. Does the NPC's alignment change while under the charm effect?
 The charmed character's alignment is unchanged, but the power of the charm still makes the character regard the charm caster as a trusted friend. The charmed evil character might be dumbfounded by her actions while under the charm, though (see previous question)Attributes: 2E, Spell, Charm

Skip reports that he definitely fended of several charm attempts while dealing with bankers and contractors for work on his Seattle area home recently. Skip also admits trying a charm or two himself during the process and discovered that you really can't make the subject do anything against his nature.

PLAYER’S OPTION™: Combat & Tactics (Published June 1995, 2nd Printing, Nov 1995.)

Chapter: One Combat System — The Five Basic Steps of Every Combat Round

Step Five: End-of-Round Resolution

PLAYER’S OPTION™: Combat & Tactics p. 17 The Five Basic Steps of Every Combat Round — Step Five: End-of-Round Resolution (June 1995) 🔗
After all actions have been resolved, there are several things that need to be done before the round ends. The four parts of this step are fatigue, retreats, morale, and status.
 Fatigue is a measure of the character's endurance over a prolonged combat. At the end of each round, the character checks to see if the combat has lasted long enough for him to become fatigued or exhausted.
 Retreats occur when a figure is forced to fall back by the press of the fight. This can have the effect of breaking up an enemy line or forcing the retreating character over a cliff, into quicksand, and so on.
 The DM makes morale checks for the monsters, if appropriate. Most creatures don't care to carry a losing battle to their own deaths and will try to break off the fight if things aren't going their way.
 Last but not least, characters who are suffering from spell effects, poison, or special critical hits suffer damage or fight off the effect. The exact procedure is determined by the type of condition the character is suffering from.
Attributes: 2E, Continuing Damage

Chapter: Seven Weapons & Armor — Master Weapon List

Weapon Description

PLAYER’S OPTION™: Combat & Tactics p. 134 Master Weapon List — Weapon Description (June 1995) 🔗
Bow. One of the most common weapons throughout history is the bow. The simple self bow, or short bow, has been used for hunting and war since before the dawn of civilization. If a bow is made from a single piece of wood, it is a plain long or short bow; if it is made from laminated horn, wood, bone, or any other materials, it is a composite bow.
 If a character has an unusually low Strength score, he must apply any attack or damage penalties to his archery. He is forced to use bows that have a lighter pull. However, for a character to gain his bonuses for a high Strength score, he must get a custom-made bow, which costs 3-5 times the normal price. A higher-Strength character can always use a lower-Strength bow, gaining bonuses up to the maximum permitted by the bow. For example, a character with a Strength of 18/35 can use a bow made for a Strength of 17, gaining a +1 to hit and +1 to damage instead of his normal full bonuses.
Attributes: 2E, Weapon, Bows and Strength

PLAYER’S OPTION™: Spells & Magic (Published May 1996, First Printing, May 1996)

Chapter: 8 Spells in Combat — Spell Characteristics

Spells with Attack Rolls

PLAYER’S OPTION™: Spells & Magic p. 120 Spell Characteristics — Spells with Attack Rolls (May 1996) 🔗
A small number of spells require the caster to make an attack roll in order to deliver damage or other effects to the victim. Some of these can be very potent, but their power is limited by the requirement to actually touch the subject with a successful attack roll. Generally, the caster can execute a touch attack (or roll an attack roll) as soon as he finishes casting the spell, or he can delay until the end of the current round and then make his attack. However, if the caster doesn't attempt to discharge the spell in the round in which it is cast, it is wasted unless the spell has a duration of more than one round. For example, cause light wounds must be used in the same round in which it is cast, but since chill touch lasts a minimum of four rounds, the caster doesn't have to "use it or lose it" in the round he casts the spell.
 A number of spells don't require the caster to actually injure the target or breach the victim's armor; even a glancing touch will be sufficient to discharge the spell's effects on the target. Spells of this type ignore the portion of the victim's Armor Class that is derived from wearing armor. In other words, only Dexterity-based and magical adjustments help a character's Armor Class against some magical attacks.

Oromonos the wizard takes a dislike to an obnoxious guard and decides to teach him a lesson with a shocking grasp. Since the spell only requires the wizard to make contact with the target, the DM rules that the guard's plate mail +1 won't help him. Only the 1-point Armor Class bonus for the armor's enchantment counts for the guard's AC, which makes him AC 9 to Oromonos's attack instead of his usual AC 2.

 Which spells qualify as spells that bypass armor? Basically, this is a judgment call for the DM. In order to gain this advantage, the spell description should clearly imply that the spell would take effect even if it struck the victim on the breastplate instead of requiring the caster's hand to actually touch exposed skin. Another way of looking at it is this: Does the spell emulate the action of a normal weapon, such as a sword, arrow, or dagger? If it does, the spell definitely requires a normal attack roll on the part of the caster, but if the spell affects the victim's life force or achieves its effect from simple contact, the subject's armor is ignored.
 Spells that directly affect the subject's life force include most of the necromantic touch spells (chill touch, vampiric touch, energy drain, etc.), the various cause wound spells and other reversals of healing spells such as poison, slay living, and destruction. The victim's armor does not help to protect him from these attacks. Spells that somehow change or alter the victim's status, such as imprisonment, plane shift, or dispel evil also ignore armor.
 A second category of spells that can affect the victim through his armor includes spells that produce energy or forces against which armor is useless. For example, shocking grasp, chromatic orb, watery double, produce flame, fire seeds, or crystalbrittle can affect an armored or unarmored person equally well.
 Some spells that use attack rolls but ignore the victim's armor appear in Table 41: Armor-Breaching Spells.
 Spells that create physical attacks or emulate the effects of weapons include such enchantments as ice knife, hovering skull, Mordenkainen's sword, and spiritual hammer. Since these spells manifest as tangible weapons and are wielded in the same way, the subject is allowed the full benefit of his or her armor. See Table 42: Armor-Observing Spells.
Attributes: 2E, Spell, Touch spells

PLAYER’S OPTION™: Spells & Magic p. 120 Spell Characteristics — Spells with Attack Rolls (May 1996) 🔗
Table 41:
Armor-Breaching Spells
Wizard Spells Priest Spells
chill touch cause light wounds
chill touch (1st) cause light wounds (1st)
chromatic orb (1st) produce flame (2nd)
shocking grasp (1st) cause blindness or deafness (3rd)
ghoul touch (2nd) cause disease (3rd)
pain touch (3rd) curse (3rd)
vampiric touch (3rd) cause serious wounds (4th)
watery double (3rd) chaotic sleep (4th)
fire aura (4th) poison (4th)
mummy rot (5th) cause critical wounds (5th)
Malec-Keth's flame fist (7th) dispel evil (5th)
Otto's irresistible dance (8th) plane shift (5th)
crystalbrittle (9th) slay living (5th)
energy drain (9th) fire seeds (6th)
imprisonment (9th) harm (6th)
seclusion (6th)
Sol's searing orb (6th)
destruction (7th)
Attributes: 2E, Spell, Touch spells

PLAYER’S OPTION™: Spells & Magic p. 120 Spell Characteristics — Spells with Attack Rolls (May 1996) 🔗
Table 42:
Armor-Observing Spells
Wizard Spells Priest Spells
fist of stone (1st) magical stone (1st)
ice knife (2nd) shillelagh (1st)
Melf's acid arrow (2nd) flame blade (2nd)
bone club (3rd) spiritual hammer (2nd)
hovering skull (3rd)
Melf's minute meteors (3rd)
snapping teeth (3rd)
turn pebble to boulder (4th)
claws of the umber hulk (6th)
tentacles (6th)
Mordenkainen's sword (7th)
shadow form (8th)
Attributes: 2E, Spell, Touch spells

As mentioned in Chapter 2, some spells have been reassigned to the school of universal magic.

Appendix: 3 Wizard Spells by School — Universal Magic

Barred: None

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Cantrip (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Comprehend Languages/Confuse Languages (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Detect Magic (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Hold Portal (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Identify (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Read Magic (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Wizard Mark (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Knock/Lock (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Protection from Cantrips (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Wizard Lock (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Dispel Magic (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Remove Curse/Bestow Curse (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Teleport (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Enchant an Item (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Teleport Without Error (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Permanency (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Universal Magic (May 1996) 🔗
Astral Spell (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Abjuration

Barred: Illusionists, transmuters, shadow mages

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Alarm (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Evil/Protection from Good (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Hunger and Thirst (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Vermin (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Filter (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Cantrips (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Paralysis (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Poison (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Invisible Mail (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Iron Mind (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Lesser Sign of Sealing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Nondetection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Amorphs (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Evil, 10' Radius/Protection from Good, 10' Radius (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Protection from Normal Missiles (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Fire Aura (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Fire Trap (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Halo of Eyes (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Minor Globe of Invulnerability (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Minor Spell Turning (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Otiluke's Dispelling Screen (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Psychic Protection (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Avoidance/Attraction (5th)Comment: Fixed spelling "voidance" -> "Avoidance". Fixed spell level 4th -> 5thAttributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Dismissal (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Invulnerability to Normal Weapons (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Lower Resistance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Mordenkainen's Private Sanctum (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Proofing vs. Combustion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Safeguarding (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Von Gasik's Refusal (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Antimagic Shell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Dragon Scales (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Globe of Invulnerability (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Greater Sign of Sealing (6th)Comment: Fixed level 4th -> 6thAttributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Invulnerability to Magical Weapons (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Repulsion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Banishment (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Neutralize Gas (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Sequester (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Seven-eyes (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Spell Turning (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Fear Ward (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Mind Blank (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Serten's Spell Immunity (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Imprisonment/Freedom (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Abjuration (May 1996) 🔗
Prismatic Sphere (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Alteration

Barred: Abjurers, force mages

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Affect Normal Fires (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Burning Hands (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Chromatic Orb (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Color Spray (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Dancing Lights (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Enlarge/Reduce (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Erase (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Expeditious Retreat (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Feather Fall (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fire Burst (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fist of Stone (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Gaze Reflection (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Jump (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Lasting Breath (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Light (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Mending (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Message (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Metamorphose Liquids (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Murdock's Feathery Flyer (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Shocking Grasp (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Spider Climb (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Alter Self (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Cat's Grace (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Continual Light (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Darkness, 15' radius (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Deeppockets (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Displace Self (2nd)Comment: Fixed level 3rd -> 2ndAttributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fog Cloud (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fools' Gold (2nd)Comment: Fixed spelling "Fool's Gold" -> "Fools' Gold"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Irritation (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Levitate (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Magic Mouth (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Maximilian's Earthen Grasp (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Moon Rune (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Pyrotechnics (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Ride the Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Rope Trick (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Sense Shifting (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Shatter (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Strength (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Vocalize (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Whispering Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Alacrity (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Blink (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Delude (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Explosive Runes (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Far Reaching I (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fly (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Gust of Wind (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Haste (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Infravision (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Item (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Leomund's Tiny Hut (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Maximilian's Stony Grasp (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Melf's Minute Meteors (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Secret Page (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Slow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Snapping Teeth (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Squaring the Circle (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Tongues/Babble (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Water Breathing/Air Breathing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Wind Wall (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Wraithform (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Dilation I (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Dimension Door (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Extension I (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Far Reaching II (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Fire Shield (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Improved Strength (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Leomund's Secure Shelter (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Massmorph (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Mordenkainen's Celerity (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Otiluke's Resilient Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Plant Growth (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Polymorph Other (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Polymorph Self (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Rainbow Pattern (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Rary's Mnemonic Enhancer (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Solid Fog (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Stoneskin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Turn Pebble to Boulder/Turn Boulder to Pebble (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Ultravision (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 180 Wizard Spells by School — Alteration (May 1996) 🔗
Vacancy (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Wizard Eye (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Airy Water (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Animal Growth/Shrink Animal (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Avoidance/Attraction (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Distance Distortion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Extension II (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Fabricate (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Far Reaching III (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Improved Blink (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Leomund's Hidden Lodge (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Leomund's Secret Chest (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Lower Resistance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Mordenkainen's Private Sanctum (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Passwall (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Rary'S Telepathic Bond (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Rusting Grasp (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Stone Shape (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Telekinesis (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Transmute Rock to Mud/Transmute Mud to Rock (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Claws of the Umber Hulk (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Control Weather (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Death Fog (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Dilation II (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Disintegrate (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Extension III (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Glassee (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Guards and Wards (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Lower Water/Raise Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Mirage Arcana (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Mordenkainen's Lucubration (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Move Earth (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Otiluke's Freezing Sphere (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Part Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Project Image (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Stone to Flesh/Flesh to Stone (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Superior Magnetism (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Tenser's Transformation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Tentacles (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Transmute Water to Dust/Improved Create Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Duo-dimension (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Hatch the Stone from the Egg (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Mordenkainen's Magnificent Mansion (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Phase Door (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Reverse Gravity (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Statue (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Suffocate (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Vanish (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Abi-Dalzim's Horrid Wilting (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Airboat (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Glassteel (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Incendiary Cloud (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Iron Body (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Otiluke's Telekinetic Sphere (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Polymorph Any Object (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Sink (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Crystalbrittle (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Estate Transference (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Glorious Transmutation (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Mordenkainen's Disjunction (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Shape Change (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Succor/Call (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Temporal Stasis/Temporal Reinstatement (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Alteration (May 1996) 🔗
Time Stop (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Conjuration/Summoning

Barred: Diviners, invokers

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Armor (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Conjure Spell Component (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Find Familiar (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Grease (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Mount (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Unseen Servant (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Choke (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Glitterdust (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Melf's Acid Arrow (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Summon Swarm (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Wall of Gloom (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Bands of Sirellyn (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Flame Arrow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning I (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Phantom Steed (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Sepia Snake Sigil (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Snapping Teeth (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Solvent of Corrosion (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Watery Double (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Duplicate (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Evard's Black Tentacles (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Halo of Eyes (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning II (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Summon Lycanthrope (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Vitriolic Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Khazid's Procurement (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Leomund's Secret Chest (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning III (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Mordenkainen's Faithful Hound (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Summon Shadow (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Vile Venom (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Wall of Bones (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Conjure Animals (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Ensnarement (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Forest's Fiery Constrictor (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Invisible Stalker (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning IV (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Tentacles (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Drawmij's Instant Summons (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Intensify Summoning (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Limited Wish (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning V (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Mordenkainen's Magnificent Mansion (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Power Word, Stun (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Prismatic Spray (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Seven-eyes (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Maze (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning VI (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Power Word, Blind (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Prismatic Wall (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Symbol (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Trap the Soul (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Gate (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Monster Summoning VII (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Power Word, Kill (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Prismatic Sphere (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Sphere of Ultimate Destruction (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Conjuration/Summoning (May 1996) 🔗
Wish (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Divination

Barred: Conjurers, force mages, song wizards

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Disease (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Phase (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Secret Passages & Portals (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Undead (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Divining Rod (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Death Recall (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Evil/Detect Good (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Invisibility (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Life (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
ESP (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Know Alignment/Undetectable Alignment (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Locate Object/Obscure Object (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Past Life (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Clairaudience (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Clairvoyance (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Wizard Sight (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Detect Scrying (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Locate Creature (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Magic Mirror (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Contact Other Plane (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
False Vision (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Khazid's Procurement (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Know Value (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Prying Eyes (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Rary's Telepathic Bond (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Legend Lore (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
True Seeing (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Vision (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Analyze Dweomer (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Screen (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 181 Wizard Spells by School — Divination (May 1996) 🔗
Foresight (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Enchantment/Charm

Barred: Invokers, necromancers, dimensionalists, artificers, geometers

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Charm Person (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Divining Rod (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Friends (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Hypnotism (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Sleep (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Taunt (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Bind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Deeppockets (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Forget (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Insatiable Thirst (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Ray of Enfeeblement (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Scare (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Tasha's Uncontrollable Hideous Laughter (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Bone Club (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Delay Death (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Hold Person (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Minor Malison (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Suggestion (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Watery Double (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Charm Monster (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Confusion (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Emotion (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Enchanted Weapon (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Fire Charm (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Fumble (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Greater Malison (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Leomund's Secure Shelter (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Lesser Geas (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Magic Mirror (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Chaos (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Domination (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Fabricate (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Feeblemind (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Hold Monster (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Leomund's Hidden Lodge (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Leomund's Lamentable Belaborment (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Magic Staff (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Mind Fog (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Blackmantle (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Eyebite (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Geas (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Guards and Wards (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Mass Suggestion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Charm Plants (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Descent into Madness (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Hatch the Stone from the Egg (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Shadow Walk (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Steal Enchantment (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Airboat (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Antipathy-sympathy (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Binding (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Demand (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Mass Charm (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Otto's Irresistible Dance (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Sink (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Mordenkainen's Disjunction (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Programmed Amnesia (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Enchantment/Charm (May 1996) 🔗
Succor/Call (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Illusion/Phantasm

Barred: Abjurers, necromancers, alchemists, geometers

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Audible Glamer (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Change Self (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Corpse Visage (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Nystul's Magic Aura (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Phantasmal Force (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Spook (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Ventriloquism (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Blindness (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Blur (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Deafness (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Fools' Gold (2nd)Comment: Fixed spelling "Fool's Gold" -> "Fools' Gold"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Hypnotic Pattern (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Improved Phantasmal Force (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Invisibility (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Leomund's Trap (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Mirror Image (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Misdirection (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Whispering Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Illusionary Script (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Invisibility, 10' Radius (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Lorloveim's Creeping Shadow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Phantom Steed (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Spectral Force (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Wraithform (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Fear (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Hallucinatory Terrain (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Illusionary Wall (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Improved Invisibility (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Minor Creation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Phantasmal Killer (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Rainbow Pattern (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shadow Monsters (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Vacancy (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Advanced Illusion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Demishadow Monsters (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Dream/Nightmare (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Major Creation (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Seeming (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shadow Door (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shadow Magic (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Demishadow Magic (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Eyebite (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Lorloveim's Shadowy Transformation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Mirage Arcana (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Mislead (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Permanent Illusion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Programmed Illusion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Project Image (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shades (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Veil (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Mass Invisibility (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Sequester (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shadow Walk (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Shadowcat (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Simulacrum (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Screen (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Illusion/Phantasm (May 1996) 🔗
Weird (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Invocation/Evocation

Barred: Conjurers, enchanters, illusionists, mentalists, shadow mages, song wizards

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Alarm (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Copy (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Chromatic Orb (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Dictation (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Fire Burst (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Magic Missile (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Shield (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Tenser's Floating Disc (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Fog (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Flaming Sphere (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Ice Knife (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Stinking Cloud (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Web (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Augmentation I (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Fireball (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Invisible Mail (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Lance of Disruption (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Lightning Bolt (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Melf's Minute Meteors (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Water (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Dig (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Divination Enhancement (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Fire Shield (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Fire Trap (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Ice Storm (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Mordenkainen's Celerity (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Mordenkainen's Force Missiles (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Otiluke's Dispelling screen (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Otiluke's Resilient Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Shout (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Thunder Staff (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Fire (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Ice (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wind Breath (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Bigby's Interposing Hand (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Cloudkill (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Cone of Cold (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Dream/Nightmare (5th)Comment: Added reverse spell "Nightmare"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Leomund's Lamentable Belaborment (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Sending (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Tenser's Destructive Resonance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Force (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Iron (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 182 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Wall of Stone (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Augmentation II (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Bigby's Forceful Hand (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Chain Lightning (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Contingency (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Death Fog (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Dimensional Blade (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Guards and Wards (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Otiluke's Freezing Sphere (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Tenser's Transformation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Acid Storm (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Bigby's Grasping Hand (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Delayed Blast Fireball (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Forcecage (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Hatch the Stone from the Egg (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Limited Wish (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Malec-Keth's Flame Fist (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Mordenkainen's Sword (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Persistence (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Bigby's Clenched Fist (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Binding (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Demand (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Gunther's Kaleidoscopic Strike (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Homunculus Shield (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Incendiary Cloud (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Otiluke's Telekinetic Sphere (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Bigby's Crushing Hand (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Chain Contingency (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Energy Drain (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Invocation/Evocation (May 1996) 🔗
Meteor Swarm (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Necromancy

Barred: Enchanters, illusionists, transmuters, dimensionalists, mentalists, alchemists, artificers, song wizards

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Chill Touch (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Corpse Visage (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Detect Undead (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Ray of Fatigue (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Choke (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Death Recall (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Ghoul Touch (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Spectral Hand (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Bone Club (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Delay Death (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Feign Death (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Hold Undead (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Hovering Skull (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Pain Touch (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Spirit Armor (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Vampiric Touch (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Contagion (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Enervation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Mask of Death (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Animate Dead (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Force Shapechange (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Magic Jar (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Mummy Rot (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Summon Shadow (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Throbbing Bones (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Wall of Bones (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Arrow of Bone (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Blackmantle (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Bloodstone's Spectral Steed (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Dead Man's Eyes (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Death Spell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Reincarnation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Trollish Fortitude (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Bloodstone's Frightful Joining (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Control Undead (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Finger of Death (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Intensify Summoning (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Suffocate (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Zombie Double (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Abi-Dalzim's Horrid Wilting (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Clone (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Defoliate (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Heart of Stone (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Homunculus Shield (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Shadow Form (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Energy Drain (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Necromancy (May 1996) 🔗
Wail of the Banshee (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Elemental Air

Barred: Earth elementalists

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Feather Fall (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Lasting Breath (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Wall of Fog (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Fog Cloud (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Ride the Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Stinking Cloud (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Whispering Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Gust of Wind (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Lance of Disruption (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Water Breathing/Air Breathing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Wind Wall (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Solid Fog (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Airy Water (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Cloudkill (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Control Weather (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Death Fog (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Neutralize Gas (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Suffocate (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Airboat (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Incendiary Cloud (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Air (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Elemental Earth

Barred: Air elementalists

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Fist of Stone (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Fools' Gold (2nd)Comment: Fixed spelling "Fool's Gold" -> "Fools' Gold"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Maximilian's Earthen Grasp (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Maximilian's Stony Grasp (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Dig (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Stoneskin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Turn Pebble to Boulder/Turn Boulder to Pebble (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Distance Distortion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Passwall (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Stone Shape (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Transmute Rock to Mud/Transmute Mud to Rock (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Wall of Iron (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Wall of Stone (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Glassee (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Move Earth (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Stone to Flesh/Flesh to Stone (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Transmute Water to Dust/Improved Create Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Hatch the Stone from the Egg (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Statue (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Glassteel (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Iron Body (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Sink (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Crystalbrittle (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Earth (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Elemental Fire

Barred: Water elementalists

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Affect Normal Fires (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Burning Hands (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Dancing Lights (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Fire Burst (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Flaming Sphere (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Pyrotechnics (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Fireball (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Flame Arrow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Melf's Minute Meteors (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Fire Charm (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Fire Shield (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Fire Trap (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Wall of Fire (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Proofing vs. Combustion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Forest's Fiery Constrictor (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Delayed Blast Fireball (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Malec-Keth's Flame Fist (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Incendiary Cloud (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 183 Wizard Spells by School — Elemental Fire (May 1996) 🔗
Meteor Swarm (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Elemental Water

Barred: Fire elementalists

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Metamorphose Liquids (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Insatiable Thirst (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Wall of Water (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Water Breathing/Air Breathing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Watery Double (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Ice Storm (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Vitriolic Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Wall of Ice (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Airy Water (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Cone of Cold (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Rusting Grasp (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Transmute Rock to Mud/Transmute Mud to Rock (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Vile Venom (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Lower Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Otiluke's Freezing Sphere (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Part Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Transmute Water to Dust/Improved Create Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Acid Storm (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Abi-Dalzim's Horrid Wilting (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Elemental Water (May 1996) 🔗
Elemental Aura (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Dimension

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Detect Phase (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Enlarge/Reduce (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Gaze Reflection (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Deeppockets (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Displace Self (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Rope Trick (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Blink (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Dimension Door (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Distance Distortion (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Improved Blink (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Leomund's Secret Chest (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Dimensional Blade (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Etherealness (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Drawmij's Instant Summons (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Duo-dimension (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Mordenkainen's Magnificent Mansion (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Phase Door (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Shadow Walk (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Maze (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Gate (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Sphere of Ultimate Destruction (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Dimension (May 1996) 🔗
Time Stop (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Force

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Armor (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Magic Missile (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Shield (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Tenser's Floating Disc (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Levitate (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Invisible Mail (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Lance of Disruption (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Mordenkainen's Force Missiles (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Otiluke's Resilient Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Bigby's Interposing Hand (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Telekinesis (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Tenser's Destructive Resonance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Wall of Force (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Bigby's Forceful Hand (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Repulsion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Bigby's Grasping Hand (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Forcecage (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Mordenkainen's Sword (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Bigby's Clenched Fist (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Otiluke's Telekinetic Sphere (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Force (May 1996) 🔗
Bigby's Crushing Hand (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Mentalism

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Charm Person (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Hypnotism (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Spook (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
ESP (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Forget (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Clairaudience (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Clairvoyance (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Iron Mind (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Suggestion (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Charm Monster (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Phantasmal Killer (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Psychic Protection (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Rary's Mnemonic Enhancer (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Domination (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Feeblemind (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Magic Jar (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Sending (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Eyebite (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Geas (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Mass Suggestion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Tower of Mental Resistance (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Descent into Madness (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Demand (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Mind Blank (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Mentalism (May 1996) 🔗
Programmed Amnesia (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Shadow

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Chill Touch (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Sleep (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Spook (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Blur (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Continual Darkness (2nd)Comment: There is no wizard spell called "Continual Darkness" as the wizard version of "Continual Light" is not reversible. Either this is the cleric spell "Continual Darkness" or it is an error.Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Darkness, 15' Radius (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Ray of Enfeeblement (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Scare (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Spectral Hand (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Wall of Gloom (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Lorloveim's Creeping Shadow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Nondetection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Phantom Steed (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Spirit Armor (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Wraithform (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Dimension Door (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Enervation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Evard's Black Tentacles (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Fear (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Minor Creation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadow Monsters (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Demishadow Monsters (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Major Creation (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Mordenkainen's Faithful Hound (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Passwall (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadow Door (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadow Magic (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Blackmantle (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Bloodstone's Spectral Steed (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Demishadow Magic (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Lorloveim's Shadowy Transformation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shades (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Duo-dimension (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Phase Door (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadowcat (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadow Walk (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Maze (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Shadow Form (8th)Comment: Fixed spelling "Shadowform" -> "Shadow Form"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Shadow (May 1996) 🔗
Energy Drain (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Alchemy

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Affect Normal Fires (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Fire Burst (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Grease (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Metamorphose Liquids (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Patternweave (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Protection from Evil/Protection from Good (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Fools' Gold (2nd)Comment: Fixed spelling "Fool's Gold" -> "Fools' Gold"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Glitterdust (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Melf's Acid Arrow (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Pyrotechnics (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Sense Shifting (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Stinking Cloud (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Alamir's Fundamental Breakdown (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Flame Arrow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Melf's Minute Meteors (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 184 Wizard Spells by School — Alchemy (May 1996) 🔗
Protection from Evil, 10' Radius/Protection from Good, 10' Radius (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Solvent of Corrosion (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Enchanted Weapon (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Fire Charm (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Fire Trap (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Vitriolic Sphere (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Cloudkill (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Fabricate (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Rusting Grasp (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Transmute Rock to Mud/Transmute Mud to Rock (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Vile Venom (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Death Fog (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Glassee (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Stone to Flesh/Flesh to Stone (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Transmute Water to Dust/Improved Create Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Acid Storm (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Hatch the Stone from the Egg (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Neutralize Gas (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Statue (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Glassteel (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Incendiary Cloud (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Crystalbrittle (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Alchemy (May 1996) 🔗
Glorious Transmutation (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Artifice

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Chromatic Orb (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Divining Rod (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Mending (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Bind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Ice Knife (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Leomund's Trap (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Moon Rune (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Bone Club (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Explosive Runes (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Flame Arrow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Item (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Melf's Minute Meteors (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Snapping Teeth (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Enchanted Weapon (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Magic Mirror (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Thunder Staff (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Magic Staff (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Arrow of Bone (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Dimensional Blade (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Steal Enchantment (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Analyze Dweomer (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Antipathy-sympathy (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Artifice (May 1996) 🔗
Shape Change (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Geometry

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Alarm (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Copy (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Dictation (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Erase (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Shield (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Hornung's Baneful Deflector (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Hypnotic Pattern (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Moon Rune (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Bone Club (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Explosive Runes (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Lesser Sign of Sealing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Secret Page (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Sepia Snake Sigil (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Conjure Elemental-Kin (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Fire Trap (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Minor Globe of Invulnerability (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Rainbow Pattern (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
There/Not There (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Thunder Staff (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Animate Dead (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Avoidance/Attraction (5th)Comment: Added reverse spell "Attraction"Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Conjure Elemental (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Invulnerability to Normal Weapons (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Khazid's Procurement (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Mordenkainen's Private Sanctum (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Von Gasik's Refusal (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Ensnarement (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Globe of Invulnerability (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Greater Sign of Sealing (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Guards and Wards (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Invulnerability to Magical Weapons (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Fear Ward (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Phase Door (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Sequester (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Vanish (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Binding (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Maze (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Symbol (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Trap the Soul (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Gate (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Geometry (May 1996) 🔗
Shape Change (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Song

Barred: by philosophy

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Audible Glamer (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Charm Person (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Find Familiar (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Friends (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Sleep (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Taunt (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Forget (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Summon Swarm (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Tasha's Uncontrollable Hideous Laughter (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Whispering Wind (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Fireflow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Hold Person (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning I (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Suggestion (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Charm Monster (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Confusion (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Emotion (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Lesser Geas (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning II (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Shout (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Summon Lycanthrope (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Chaos (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Dismissal (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Hold Monster (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Leomund's Lamentable Belaborment (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning III (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Control Weather (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Mass Suggestion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning IV (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Banishment (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Charm Plants (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning V (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Power Word, Stun (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Spell Shape (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Binding (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Mass Charm (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning VI (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Otto's Irresistible Dance (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Power Word, Blind (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Monster Summoning VII (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Power Word, Kill (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Song (May 1996) 🔗
Wail of the Banshee (9th)Attributes: 2E, Spell

Appendix: 3 Wizard Spells by School — Wild Magic

Barred: All except wild mages

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Hornung's Guess (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Nahal's Reckless Dweomer (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Patternweave (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Chaos Shield (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Hornung's Baneful Deflector (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Nahal's Nonsensical Nullifier (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Alternate Reality (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Fireflow (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Fool's Speech (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
There/Not There (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Unluck (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Vortex (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Waveform (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Wildshield (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Wildstrike (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Hornung's Surge Selector (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Spell Shape (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Hornung's Random Dispatcher (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Wildzone (8th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Stabilize (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Wildfire (9th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 185 Wizard Spells by School — Wild Magic (May 1996) 🔗
Wildwind (9th)Attributes: 2E, Spell

In the PHB, clerics have major access to all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, sun, and minor access to elemental.
Revision: Clerics lose access to sun, elemental air, and elemental fire. They retain minor access to elemental water and elemental earth.
 Previously, druids had major access to all, animal, elemental, healing, plant, weather, and minor access to divination.
Revision: Druids lose access to the sphere of divination. They gain major access to the sphere of sun.

 As mentioned in Chapter 3, some spells have been added to the sphere of all. Also, other spheres have been reorganized.

Appendix: 4 Priest Spells by Sphere — All

(Major: any priest)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Bless/Curse (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Combine (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Detect Magic (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Orison (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Purify Food & Drink/Putrefy Food & Drink (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Chant (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Mystic Transfer (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Sanctify/Defile (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Dispel Magic (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Remove Curse/Bestow Curse (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Focus (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Tongues (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Uplift (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Atonement (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Commune (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Meld (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Quest (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
True Seeing/False Seeing (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Speak with Monsters (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — All (May 1996) 🔗
Gate (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Animal

(Major: shaman, druid)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Animal Friendship (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Calm Animals (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Invisibility to Animals (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Locate Animals or Plants (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Charm Person or Mammal (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Messenger (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Snake Charm (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Speak with Animals (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Control Animal (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Hold Animal (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Summon Insects (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Animal Summoning I (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Call Woodland Beings (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Giant Insect (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Repel Insects (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Animal Growth (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Animal Summoning II (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Commune with Nature (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Insect Plague (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Animal Summoning III (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Antianimal Shell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Creeping Doom (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Animal (May 1996) 🔗
Reincarnate (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Astral

(Major: cleric)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Astral Celerity (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Speak with Astral Traveler (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Astral Awareness (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Ethereal Barrier (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Astral Window (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Etherealness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Join with Astral Traveler (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Plane Shift (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Astral (May 1996) 🔗
Astral Spell (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Chaos

(Major: chaotic crusaders)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Battlefate (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Mistaken Missive (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Chaos Ward (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Dissension's Feast (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Miscast Magic (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Random Causality (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Chaotic Combat (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Chaotic Sleep (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Inverted Ethics (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Chaotic Commands (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Entropy Shield (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Chaos (May 1996) 🔗
Uncontrolled Weather (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Charm

(Major: clerics)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Command (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Remove Fear/Cause Fear (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Sanctuary (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Enthrall (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Hold Person (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Music of the Spheres (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Snake Charm (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Dictate (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Emotion Control (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Cloak of Bravery/Cloak of Fear (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Free Action (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Imbue with Spell Ability (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Command Monster (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Confusion (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Charm (May 1996) 🔗
Exaction (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Combat

(Major: clerics, crusaders; Minor: monks)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Command (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Magical Stone (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Aid (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Spiritual Hammer (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Prayer (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Unearthly Choir (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Recitation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Flame Strike (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Righteous Wrath of the Faithful (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Spiritual Wrath (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Word of Recall (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Combat (May 1996) 🔗
Holy Word/Unholy Word (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Creation

(Major: clerics)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Light/Darkness (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Create Holy Symbol (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Continual Light/Continual Darkness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Create Food & Water (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Blessed Abundance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Blade Barrier (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
Heroes' Feast (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Creation (May 1996) 🔗
The Great Circle/The Black Circle (6th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Divination

(Major: clerics, monks)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Analyze Balance (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Detect Evil/Detect Good (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Detect Poison (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Augury (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Detect Charm/Undetectable Charm (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Find Traps (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Detect Spirits (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Extradimensional Detection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Locate Object/Obscure Object (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Speak with Dead (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Detect Lie/Undetectable Lie (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Divination (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Omniscient Eye (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Consequence (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Magic Font (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Find the Path/Lose the Path (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Stone Tell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Divination (May 1996) 🔗
Divine Inspiration (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Elemental, Air

(Major: druids)

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Wind Column (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Dust Devil (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Wind Servant (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Zone of Sweet Air (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Windborne (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Air Walk (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Cloud of Purification (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 186 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Control Winds (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Whirlwind (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Conjure Air Elemental (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Air (May 1996) 🔗
Wind Walk (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Elemental, Earth

(Major: druids; Minor: clerics)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Strength of Stone (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Soften Earth and Stone (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Meld into Stone (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Stone Shape (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Adamantite Mace (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Spike Stones (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Transmute Rock to Mud/Transmute Mud to Rock (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Stone Tell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Animate Rock (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Antimineral Shell (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Conjure Earth Elemental (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Earthquake (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Earth (May 1996) 🔗
Transmute Metal to Wood (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Elemental, Fire

(Major: druids)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Firelight (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Log of Everburning (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Fire Trap (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Flame Blade (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Heat Metal/Chill Metal (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Produce Flame (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Flame Walk (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Protection from Fire (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Pyrotechnics (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Produce Fire/Quench Fire (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Animate Flame (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Wall of Fire (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Conjure Fire Elemental (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Fire Seeds (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Chariot of Sustarre (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Fire (May 1996) 🔗
Fire Storm (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Elemental, Water

(Major: druids; Minor: clerics)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Create Water/Destroy Water (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Watery Fist (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Water Breathing/Air Breathing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Water Walk (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Lower Water/Raise Water (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Reflecting Pool (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Produce Ice (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Part Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Transmute Water to Dust/Improved Create Water (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Conjure Water Elemental (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Elemental, Water (May 1996) 🔗
Tsunami (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Guardian

(Major: clerics, crusaders, monks)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Blessed Watchfulness (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Light/Darkness (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Sacred Guardian (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Iron Vigil (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Silence, 15' Radius (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Wyvern Watch (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Continual Light/Continual Darkness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Glyph of Warding (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Abjure (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Dimensional Anchor (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Dispel Evil/Dispel Good (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Unceasing Vigilance of the Holy Sentinel (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Blade Barrier (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Forbiddance (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Guardian (May 1996) 🔗
Symbol (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Healing

(Major: clerics, crusaders, druids; Minor: monks, shamans)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Light Wounds/Cause Light Wounds (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Moderate Wounds/Cause Moderate Wounds (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Slow Poison (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Blindness or Deafness/Cause Blindness or Deafness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Disease/Cause Disease (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Hold Poison (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Repair Injury (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Serious Wounds/Cause Serious Wounds (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Fortify (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Neutralize Poison/Poison (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Cure Critical Wounds/Cause Critical Wounds (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Heal/Harm (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Healing (May 1996) 🔗
Regenerate (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Law

(Major: lawful crusaders)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Command (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Protection from Chaos (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Calm Chaos (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Enthrall (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Hold Person (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Dictate (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Rigid Thinking (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Strength of One (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Compulsive Order (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Defensive Harmony (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Champion's Strength (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Impeding Permission (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Law (May 1996) 🔗
Legal Thoughts (6th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Necromantic

(Major: clerics; Minor: crusaders, monks)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Dispel Fatigue (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Invisibility to Undead (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Aid (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Restore Strength (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Animate Dead (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Feign Death (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Negative Plane Protection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Remove Paralysis (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Speak with Dead (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Suspended Animation (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Unfailing Endurance (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Raise Dead (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Restoration (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Necromantic (May 1996) 🔗
Resurrection (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Numbers

(Major: Monks)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Analyze Balance (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Calculate (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Personal Reading (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Moment (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Music of the Spheres (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Etherealness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Extradimensional Detection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Moment Reading (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Telethaumaturgy (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Addition (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Dimensional Folding (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Probability Control (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Consequence (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Dimensional Translocation (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Extradimensional Manipulation (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Extradimensional Pocket (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Physical Mirror (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Seclusion (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Spacewarp (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Numbers (May 1996) 🔗
Timelessness (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Plant

(Major: druids; Minor: shamans)

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Entangle (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Locate Animals or Plants (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Pass without Trace (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Shillelagh (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Barkskin (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Detect Snares & Pits (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Goodberry/Badberry (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Trip (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Warp Wood (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Plant Growth (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Slow Rot (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Snare (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Spike Growth (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Tree (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Hallucinatory Forest (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Hold Plant (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Plant Door (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Speak with Plants (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Sticks to Snakes (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Antiplant Shell (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Commune with Nature (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 187 Priest Spells by Sphere — Plant (May 1996) 🔗
Pass Plant (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Plant (May 1996) 🔗
Liveoak (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Plant (May 1996) 🔗
Transport Via Plants (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Plant (May 1996) 🔗
Turn Wood (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Plant (May 1996) 🔗
Wall of Thorns (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Plant (May 1996) 🔗
Changestaff (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Protection

(Major: clerics, shamans; Minor: crusaders)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Endure Cold/Endure Heat (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Protection from Evil/Protection from Good (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Ring of Hands/Ring of Woe (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Sanctuary (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Resist Acid and Corrosion (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Resist Fire/Resist Cold (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Withdraw (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Line of Protection/Line of Destruction (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Magical Vestment (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Negative Plane Protection (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Protection from Evil, 10' Radius/Protection from Good, 10' Radius (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Remove Paralysis (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Spell Immunity (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Antiplant Shell (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Impregnable Mind (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Antianimal Shell (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Antimineral Shell (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Protection (May 1996) 🔗
Impervious Sanctity of Mind (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Summoning

(Major: clerics, shamans)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Call Upon Faith (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Draw Upon Holy Might (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Dust Devil (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Messenger (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Summon Animal Spirit (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Abjure (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Dimensional Translocation C5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Dispel Evil/Dispel Good (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Aerial Servant (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Animate Object (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Conjure Animals (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Word of Recall (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Exaction (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Mind Tracker (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Spirit of Power (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Summoning (May 1996) 🔗
Succor/Call (7th)Comment: Added reverse spell "Call"Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Sun

(Major: druids)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Light/Darkness (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Sunscorch (1ist)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Continual Light/Continual Darkness (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Starshine (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Blessed Warmth (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Moonbeam (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Rainbow (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Sol's Searing Orb (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Sun (May 1996) 🔗
Sunray (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Thought

(Major: Monks)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Emotion Read (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Thought Capture (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Idea (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Mind Read (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Emotion Control (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Memory Read (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Telepathy (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Genius (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Mental Domination (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Modify Memory (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Rapport (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Solipsism (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Thought Broadcast (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Impregnable Mind (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Memory Wrack (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Mindshatter (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Thoughtwave (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Disbelief (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Group Mind (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Impervious Sanctitv of Mind (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Thought (May 1996) 🔗
Mind Tracker (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Time

(Minor: Monks)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Know Age (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Know Time (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Hesitation (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Nap (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Accelerate Healing (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Choose Future (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Unfailing Premonition (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Age Plant (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Body Clock (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Age Object (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Othertime (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Repeat Action (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Time Pool (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Age Creature (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Reverse Time (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Skip Day (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Time (May 1996) 🔗
Age Dragon (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Travel

(Major: Shamans)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Know Direction (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Aura of Comfort (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Lighten Load (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Create Campsite (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Helping Hand (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Know Customs (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Circle of Privacy (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Tree Steed (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Clear Path (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Easy March (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Monster Mount (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Travel (May 1996) 🔗
Hovering Road (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — War

(Major: crusaders)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Courage (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Morale (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Emotion Perception (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Rally (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Adaptation (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Caltrops (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Fortify (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Entrench (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Leadership/Doubt (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Tanglefoot/Selective Passage (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Disguise (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Illusory Artillery (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Gravity Variation (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Illusory Fortification (7th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — War (May 1996) 🔗
Shadow Engine (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Wards

(Major: Crusaders, shamans)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Antivermin Barrier (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Weighty Chest (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Ethereal Barrier (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Frisky Chest (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Zone of Truth (2nd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Efficacious Monster Ward (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Invisibility Purge (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Squeaking Floor (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Thief's Lament (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Zone of Sweet Air (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Fire Purge (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Weather Stasis (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Barrier of Retention (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Elemental Forbiddance (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Grounding (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Shrieking Walls (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Undead Ward (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Crushing Walls (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Dragonbane (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Land of Stability (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Wards (May 1996) 🔗
Tentacle Walls (7th)Attributes: 2E, Spell

Appendix: 4 Priest Spells by Sphere — Weather

(Major: Druids)

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Faerie Fire (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Obscurement (1st)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Call Lightning (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Weather Prediction (3rd)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Control Temperature, 10' Radius (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Protection from Lightning (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Weather Stasis (4th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Control Winds (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Rainbow (5th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Weather Summoning (6th)Attributes: 2E, Spell

PLAYER’S OPTION™: Spells & Magic p. 188 Priest Spells by Sphere — Weather (May 1996) 🔗
Control Weather (7th)Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns (Published August 1995, First Printing)

Chapter: 3 Spells and Magical Items — Additional Comments on Spells and Magical Items

This section contains new and updated information for adjudicating magic use in your campaign. Items marked with a ✝ are from the Tome of Magic, spells marked with a ‡ from The Complete Wizard's Handbook, and all other spells and items are from the Player's Handbook. Some of the entries contain optional material, presented in a separate paragraph on a gray background.

Wizard Spells

Dungeon Master Option: High-Level Campaigns p. 69 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Abi-Dalzim's Horrid Wilting✝: The maximum damage is 16d8.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 69 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Alacrity✝: This spell can be very useful for reducing spell casting times on low-magic worlds (see page 47). Apply the local multiplier to a spell's casting time before calculating the alacrity spell's effectAttributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 69 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Antimagic Shell: This spell temporarily suppresses magic within its area of effect, but it does not destroy or dispel enchantments or kill magical creatures. The spell has no effect on golems, simulacrums, clones, or other constructs which are imbued with magic during their creation process and are thereafter self-supporting. Most undead creatures are likewise unaffected. Some of these creatures' special abilities may be temporarily nullified, however (see below). Any creature, including a golem or other construct, that is conjured, summoned or from another plane of existence is hedged out of an antimagic shell.
 An antimagic shell suppresses any spell or spell effect brought into or cast into the area of effect. A hasted character, for example, is not hasted while he remains in the area of effect. Permanent spells are not removed, but cannot be used to produce magical effects within the area of effect. For example, a character who has been resurrected is not harmed by an antimagic shell, but a character with a permanent tongues spell loses the ability to converse in an unknown language while within the area of effect.
 An antimagic shell suppresses special attacks and innate abilities that function over a distance, including breath weapons, gaze attacks, sonic attacks, and psionics, but not touch-delivered special attacks such as energy draining or the corrosive effects of green slime. A lich, for example, cannot employ spells within an antimagic shell and its ability to cause fear is suppressed, but its paralyzing touch is still effective. Note that holy water is not magical and is fully effective within an antimagic shell.
 An antimagic shell suppresses most potions and their effects; see the note at potions for details.
Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 69-70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Astral Spell: This spell sends a projection of the caster's body into the Astral Plane. If the caster elects to take other characters along, the spell creates projections of them, too. An astral traveler can enter other planes while projecting, but forms a new physical body, identical to the original, to do so.
 Only magical items are projected along with a traveler's body, but normal equipment can be rendered temporarily magical by casting Nystul's magical aura, continual light, and other spells that temporarily imbue objects with magical properties. See page 51 for a brief discussion of the effects planar travel has on magical items. (The PLANESCAPE boxed set contains more details.)
 A traveler's physical body falls into a deathlike trance and requires no food or water while the caster is projecting. The physical forms of projected magical items become inert on the Prime Material Plane. Damage to a traveler's physical body does not affect the projected form, but the character dies immediately if his physical body is killed. Projected equipment vanishes if its physical form is destroyed.
 Damage inflicted on an astral traveler's projected form affects the character normally. If a traveler is damaged when returning to his body the damage must be healed normally.
 If an astral traveler dies, the character must attempt a system shock roll. If the roll fails, the character dies and any items projected along with him dissolve into nothingness. If the roll succeeds, the traveler is drawn back to his original body and wakes up with one hit point. The process is debilitating and the character cannot cast or memorize spells. The character can move at half speed and fight and use proficiencies and other skills, but at a -4 penalty to dice rolls. The restrictions and penalties remain until the character regains at least half of his hit points.
 A successful dispel magic cast on a traveler's physical body ends the spell, drawing the traveler back to the Prime Material Plane without being otherwise harmed; any companions accompanying the caster are likewise forcibly returned.
 While traveling through the Astral Plane, a projected form can move by pure thought; a character's astral movement rate is 30 times his Intelligence/Reason score.
Attributes: 2E, Spell, Dispel Magic

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Blink: Spellcasting is not possible while blinking.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Clairvoyance: The spellcaster must describe where the sensor this spell creates is to appear. Once created, the sensor cannot be moved.
 When placing the sensor, the caster must be precise and state the location in terms he knows or are fairly obvious. For example, the caster cannot place the sensor six inches from Ren the wizard's left ear if he has no idea where Ren is at the moment. He can place the sensor in the exact center of Ren's laboratory if he has a reasonable idea where the laboratory is located. A general location for the sensor is permissible if the location is based on something known or obvious to the caster. For example, the caster could specify the exact center of the chamber beyond a closed door nearby.
Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Clairaudience: The caster must describe where the sensor this spell creates is to appear, see the clairvoyance spell for details.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Color Spray: The area of effect for this spell is a plane five feet wide at the caster's hand, 20 feet long, and 20 feet wide at the far end.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Cone of Cold: The maximum damage from this spell is 10d4+10 points.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Continual Light: This wizard spell is not reversible, though the priest's version is.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Delayed Blast Fireball: This spell inflicts up to 15d6+15 points of damage.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 70 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Dispel Magic: A dispel magic spell cast directly upon an unattended magical item automatically renders the item inoperable for 1d4 rounds. If dispel magic is cast upon an item that is in the possession of another creature, the item is unaffected by the dispelling attempt if the creature makes a successful saving throw versus spell. If the creature fails its saving throw, the item is rendered inert for 1d4 rounds.
 Temporary effects from potions can be dispelled, see the section on potions for details.
 Permanent spells must be individually targeted to be dispelled, requiring a separate dispel magic for each permanent effect. Unlike a magical item, a permanent spell is destroyed, not temporarily rendered nonoperational, by a successful dispel magic. A creature or item never gains a saving throw to avoid a dispelling attempt against its permanent effects, but the dispel magic is not automatically successful either. The caster of the dispel magic must still be of higher level than the caster of the permanency spell, and he must still make a successful dispelling roll. More detailed information is found at the permanency spell description.
 Casting dispel magic on a creature or object does not radiate an area of effect. Thus, spells such as stoneskin, minor globe of invulnerability, and barkskin could not be dispelled as the result of trying to negate the magic of a wand of lightning.
 Spells and potions whose basic durations are permanent cannot be dispelled. A cure light wounds spell or potion of extra-healing, cannot be dispelled after their healing properties have occurred. A potion of heroism could be negated while its effects were in operation, however.
 A successful dispel magic versus a 10th-level spell temporarily negates the spell's effect for 1d4 rounds. It has no effect against a permanent 10th-level spell cast on a creature.
Comment: The paragraph about "Permanent spells must be individually targeted to be dispelled", I believe should say "Spells made permanent with the permanency spell must be individually targeted to be dispelled" to rule out spells such as continual light. This matches the text later in the paragraph that goes further into detail on the matter and it is more in line with the description of the permanency spell on page 73.
 The line about "spell and potions whose basic duration are permanent", should say "spell and potions whose basic duration are instantaneous" to be consistent with the changes added in the Wizard's Spell Compendium
Attributes: 2E, Spell, Dispel Magic

Dungeon Master Option: High-Level Campaigns p. 70-71 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
ESP: The caster perceives the subject's surface thoughts—that is, whatever the subject happens to be thinking about at the time. Note that close interrogation might bring buried thoughts to the surface, but wary individuals can fight off the probe and gain a saving throw against the spell. The subject's Wisdom bonus (or penalty) always applies to the saving throw, along with an additional bonus of up to +4, at the DM's option.
 The bonus depends on how closely the subject wants to guard the sought-after information. In addition, even seemingly innocuous questions could reveal information that the target of the spell desires to keep secret. In cases where there is a conflict between the bonuses listed, always grant the higher bonus.
 Trivial matters merit no bonus. These include questions related to general knowledge (What flag flies over the keep? and personal questions whose answers are obvious (What color is your hair?).
 A +1 bonus to the saving throw is warranted when the subject dislikes the interrogator or if the questioner is asking non-threatening but potentially embarrassing requests. For example, the subject is being prompted to reveal a minor transgression, such as overcharging a customer, or admit a minor shortcoming, such as fear of a spouse or military commander.
 A bonus of +2 is warranted if the interrogator is hostile to the subject or is asking damaging questions, For example, the subject is prompted to reveal indirectly harmful information, such as where personal treasure is hidden, or is asked to betray a trust.
 A +3 bonus is granted if the interrogator has attacked the subject or is asking seriously damaging questions. For example, the subject is being prompted to reveal a secret vital to his future, such as military plans or trade secrets.
 A +4 bonus to the save is warranted if the interrogator has killed one of the subject's companions or is asking deeply personal or damaging questions. For example, the subject is being prompted to reveal information vital to himself or to someone important to him, such as the location of a family heirloom, an employer's daily routine, or a carefully guarded password.
Attributes: 2E, Spell

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Feather Fall: This spell can be cast in reaction to a fall or a missile attack, provided the caster has not already made an attack or cast a spell in the current round. In the case of an attack, the caster must win initiative to complete the spell before the missile arrives; use the normal initiative procedure from the Player's Handbook. In the case of a fall, the caster can be assumed to automatically cast this spell at the beginning of any fall of 10 feet or more provided he is not prevented from casting spells (silenced, gagged, etc.).
 If the caster is falling an extreme distance (in excess of 120 feet/level), the caster can opt to delay the feather fall spell so that its duration does not expire before the caster lands. When in doubt about the caster's ability to complete the spell before impact, roll initiative. The caster makes a normal roll, adding +1 for the spell's casting time, and the DM rolls for the fall, adding +1 for each 120 feet of free fall. If the caster loses the initiative roll, impact occurs before the spell is completed.
 This spell does not provide any method by which the spellcaster can determine the length of a fall. Thus, a wizard falling into a lightless pit has no way to determine if the fall is going to be 10 feet or 1,000 feet.
Attributes: 2E, Spell

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Fly: It is important to remember that this spell bestows Maneuverability Class B upon the recipient, which limits the user to turns totaling 180 degrees or less per round. This might make it difficult for the user to negotiate a twisting corridor at full speed. Once the flying character has completed his allowable turns, he must either finish the round flying in a straight line or stop.Attributes: 2E, Spell

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Fear: If made permanent, a fear spell causes the recipient to continually radiate a fear aura.
 When cast on an area, a permanent fear effect creates a cone as described in the spell description. The caster can orient the cone in any direction, but the direction cannot be changed thereafter. Creatures entering the cone must save vs. spells or flee for one round per level of the caster at the time the spell was cast.
 When cast on an object or creature, the recipient radiates a cone of fear that can be pointed in any direction the recipient desires once per round as though wielding a wand of fear. Even though this attack requires no casting time or command word, it still counts as an action for that round and has an initiative modifier of +3.

 In the permanent version, the caster is granted a limited ability to shape the spell's parameters to suit his needs. For example, a creature with a permanent fear aura might be granted a gaze attack with a range of 10-60 feet, a touch, or a continuous globe of fear with a radius of 5 to 20 feet.
 An object with a fear aura might cause fear when handled, shed continuous fear in a 5- to 20-foot radius, or inspire fear when viewed clearly.
 Permanent fear on an area might affect creatures passing though a portal or opening up to 60 by 60 feet, a cube of up to 30 feet per side, a sphere with a radius of up to 20 feet, or a hemisphere with a radius of up to 25 feet. The shape and dimensions of this spell cannot be changed once set.
Attributes: 2E, Spell

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Haste: A creature who has been subjected to two or more haste-type effects gains the benefit of only the best of the group. A haste spell never magnifies the effects of magical items, such as boots of speed or a potion of speed.
 The one year of magical aging inflicted upon the recipients of this spell requires the recipient to make a system shock roll (see Player's Handbook, Chapter 1); failure results in death. This magical aging only occurs during the first round of the spell's effect, and multiple haste spells do not cause additional aging unless their effects overlap. For example, casting an additional haste spell one round before an existing haste spell ends would cause another year of magical aging once the new spell took effect.
Attributes: 2E, Spell, Magical aging

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Identify: Characters seeking to purchase magical items might employ this spell to get some idea what they are buying. Remember that the spellcaster must spend the eight hours preceding the casting of this spell purifying the items to be identified. Most NPCs do not allow anyone to keep an item for that long; at least not without a substantial advance payment. Dishonest sellers might pocket the advance and disappear, leaving the PCs with a cursed or bogus item.
 The spell also requires the caster to handle the item, and a good way to keep magic under control in a campaign is to require the caster to actually wear or wield the item as it was intended. This requirement means some cursed items are going to affect the caster.
 Be sure to impose the eight-point temporary Constitution loss the spell inflicts (which provides enemies with an excellent opportunity to attack the weakened spellcaster). Note that there is a limit to the number different magical properties this spell can reveal during a single casting and that the exact number of charges and magical pluses are never revealed.
Attributes: 2E, Spell

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Invisibility: If this spell is made permanent, the recipient gains the ability to become invisible and remain so indefinitely. Any attack breaks the invisibility, but the recipient can become invisible again during the next round. The return to invisibility has an initiative modifier of +3, and the recipient can take no action other than normal movement during a round in which he becomes invisible.Attributes: 2E, Spell, Invisibility

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Light: The wizard's version of this spell is not reversible.Attributes: 2E, Spell

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Limited Wish: The magical aging inflicted by this spell is a function of the caster's natural life span. Typical aging is one year for a human, two years for a halfling or half-elf, three years for dwarf, four years for a gnome, and five years for an elf.
 This spell functions as a wish spell in most respects, but it cannot produce wealth or magical items. A limited wish can mimic the function of most other spells of 7th level or less. If used to alter reality, the changes must be minor. For example, a single creature automatically hits on its next attack, all opponents currently attacking the caster's party suffer a -2 attack penalty for the duration of the encounter, a single creature regains 20-50% of lost hit points, or a single creature fails its next saving throw are all possible uses for the spell.
 Major changes in reality persist for a limited duration, such as a single creature regaining all lost hit points for 24 hours, a hostile creature becoming cooperative for an hour, or an alert sentry falling asleep at his post.
Attributes: 2E, Spell, Magical aging

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Magic Mirror: This spell creates an invisible sensor similar to the one created by a clairvoyance spell; the sensor has the same visual capabilities as a clairvoyance sensor, but the spellcaster can also employ other spells to enhance the effect (see spell description). As with the clairvoyance spell, the user must state where the sensor is to appear; however, the user is free to state the sensors location with respect to the subject without knowing the subject's exact location. No matter what the spell's actual duration, the user's knowledge of the subject limits how long this spell can be safely used; see the crystal ball description in the DUNGEON MASTER Guide for details.Attributes: 2E, Spell

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Magic Staff✝: Spells stored in the staff are unusable on worlds rated M4 or less (see page 47). A low-magic world does not dispel the stored spells, however, and the spells can be used again if the staff is taken to a world with a higher rating before the magic staff spell's duration ends.Attributes: 2E, Spell

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Otiluke's Dispelling Screen‡: This spell has no effect on permanent spells unless those effects are in operation at the time the individual walks through the screen. For example, a creature made permanently invisible would become visible when walking through the screen and then disappear again on the other side. The screen must still successfully dispel magic against the spell in order to even briefly negate it. Magical items are likewise unaffected by exposure to a dispelling screen.
 Since this spell cannot focus its dispel magic effect, it cannot destroy permanent spells or negate the powers of magical items.
Attributes: 2E, Spell, Invisibility, Dispel Magic

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Permanency: The caster can use this spell to make another spellcaster's spell permanent. The permanency must be cast simultaneously with the spell to be made permanent and the permanency caster must touch the other caster.
 A permanent spell cast upon the caster himself or upon a living creature can be dispelled only by a spellcaster of a level greater than the permanency caster at the time he cast the spell. Further, the dispel effect must be targeted solely upon the caster to be effective (see dispel magic spell description and the note on dispel magic in this section).
 The following spells can be made permanent if the caster uses the spell on himself
comprehend languages protection from evil
detect disease‡ protection form hunger and thirst‡
detect evil protection from normal missiles
detect invisibility protection from paralysis✝
detect life‡ read magic
detect magic tongues
infravision unseen servant
past life✝

 The following spells can be made permanent if cast on a creature other than the permanency caster:

enlarge invisibility*
fear*

 The following spells can be made permanent if cast on an object or area:

alarm prismatic sphere
audible glamer solid fog
dancing lights stinking cloud*
distance distortion teleport*
enlarge Von Gasik's refusal✝
fear* wall of fire
gust of wind wall of force
magic mouth web
Otiluke's dispelling screen‡* protection from evil

 A permanent spell cast upon an object or area can be dispelled by any caster, but the dispel effect must be targeted solely upon the object or area carrying the permanent spell. A dispel magic cast against a permanent effect can only dispel one effect per casting. See the notes at the dispel magic entry for more information.

 * See this section for further notes on this spell.
Comment: The requirement given about "making another caster's spell permanent and that the two casters must touch each other" is rather strict. In the Wizard's Spell Compendium, Volume 3 (February 1998) p. 656 this limitation is lifted. Here the caster can cast the desired spell first and then follow it with a permanency.Attributes: 2E, Spell, Dispel Magic

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Polymorph Any Object: The DM usually must determine how long this lasts. If employed as a simple polymorph other or stone to flesh spell, the duration is permanent. If employed to turn a creature into an object or an object into another object, the duration is measured in hours or turns, as noted in the spell description.
 Generally, the duration should not be less than two hours or turns. A change whose duration is measured in turns should not last more than a week, and a change whose duration is measured in hours will not last more than a day. The more radical the change, the shorter the duration. For example, turning a human into a teacup involves a change of kingdom (animal to mineral), plus a change in size and shape: This change might last 1d4+1 turns.
Attributes: 2E, Spell

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Polymorph Other: This spell causes the target to assume the form of another creature of the caster's choosing. The caster cannot turn a creature into a plant or object. If the recipient fails the saving throw against the spell, there is an immediate system shock check to see if the creature survives the change. If the recipient survives, the creature gains all the new form's purely physical abilities, but no abilities based on magic, agility, or intelligence. If the recipient's mentality changes to match the new form, the creature gains all the form's abilities.
 If the caster chooses a form that cannot survive under the local conditions, the recipient suffers 1d4 to 1d8 points of damage each day, hour, turn, or round it is exposed to such conditions. For example, a goldfish in a desert might suffer 1d8 points of damage every round from heat and dryness. The same goldfish might suffer 1d6 points of damage every turn on a dungeon floor or 1d4 points of damage every day in a frigid mountain pool. Some creatures might be immune to environmental damage as long as their mentality remains intact. For example, a mummy turned into a goldfish does not suffer from the desert heat.Attributes: 2E, Spell

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Polymorph Self: When the caster assumes a new form, the caster gains only the new form's normal mode of movement and breathing. The caster does not gain any special attacks or unusual abilities. The spell description uses the form of an owl as an example—the caster gains the ability to fly but not an owl's extraordinary night vision (which is a special ability).
 When deciding what abilities are gained, the DM can immediately rule out any ability that does not arise from the form's physical characteristics. For example, a quickling's speed comes from its magically accelerated metabolism and is not derived purely from its physical form.
 In general, the DM should consider any non-flying movement rate of greater than 24 or flying movement rate of greater than 36 as a special ability.

 The caster can assume the forms of creatures he has personally seen. For example, a caster who has never seen an ochre jelly cannot change into one.Attributes: 2E, Spell

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Power Word, Stun: Creatures affected by this spell are unable to take any meaningful actions. They cannot communicate, employ spells, use magical items, initiate psionic abilities, use spell-like abilities, fight, or move freely. Movement is limited to one third the creature's current movement rate, or a rate of 3, whichever is less. Attacks against stunned creatures gain a +4 bonus.Attributes: 2E, Spell

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Protection from Evil: Contrary to popular belief, this spell does not hedge out undead creatures (except ghouls, see the MONSTROUS MANUAL accessory) unless they have been brought to the scene by a conjuration/summoning spell (such as monster summoning III) or have come from another plane.Attributes: 2E, Spell

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Rope Trick: A rope trick can support about 1,000 pounds, but the DM is free to assign a higher or lower limit. A frayed or rotten rope might break before the spell's limit is exceeded.
 Placing another extradimensional space inside the area created by a rope trick spell has catastrophic effects, see the note at extradimensional spaces in the magical items section (page 80).
 This spell is ineffective in the Astral Plane and in any locale where extradimensional spaces are inaccessible or nonexistent (see page 56). Creatures within the space created by a rope trick can breathe normally for the duration of the spell.
Attributes: 2E, Spell

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Shape Change: This spell functions in much the same way as a polymorph self spell except that the caster can assume non-animal forms and there are no size limitations. Unlike the polymorph self spell, the caster gains any ability the assumed form has provided the ability is not magical or mental in nature. For example, a character who changes into an owl gains its night vision, but changing into a cockatrice does not grant the monster's petrifying touch. The spell does not bestow magic resistance.Attributes: 2E, Spell

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Stinking Cloud: A permanent stinking cloud remains where it is created and generally is not disturbed by minor effects. If dispersed by a strong breeze or a gust of wind spell, the vapors return one round after the breeze or wind ceases. Even hurricane force winds cannot destroy the cloud, though the vapors are dispersed and ineffective while the winds last.Attributes: 2E, Spell

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Stoneskin: This spell is subject to considerable abuse by player characters. Multiple stoneskins placed on a single creature are not cumulative. If two or more stoneskin spells are cast on the same creature, roll normally for the number of attacks each spell protects against. If a new spell protects against more attacks than the present spell does, the recipient gets the benefit of the increased protection; otherwise there is no effect. The caster does not necessarily know how many attacks the spell can shield him from.
Stoneskin protects only against blows, cuts, pokes, and slashes directed at the recipient. It does not protect against falls, magical attacks, touch-delivered special attacks (such as touch-delivered spells, energy draining, green slime, etc.), or nonmagical attacks that do not involve blows (such as flaming oil, ingested or inhaled poisons, acid, constriction, and suffocation). Stoneskin lasts for 24 hours or until the spell has absorbed its allotment of attacks.
Comment: The 24 hour limit is presented as a hard rule, as oppose to the Sage Advices #247 that present it as a suggestion. #270 Attributes: 2E, Spell, Stoneskin

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Teleport: Regular use of this spell is very dangerous, as there is a slim chance that there can be an error even if the caster travels to well-known locations. Additional notes regarding the definition of a well-known location are found under the teleport without error listing.
 Even minor alterations to a site can affect the caster's knowledge of a location. For example, Rozmare has spent many hours in her study, and the DM allows her to use the "very familiar" category when determining how accurate her teleport spells are when her study is the destination. If a rival breaks in and rearranges the furniture, however, Rozmare's knowledge falls to "studied carefully" or worse because she is not as familiar with the way things are currently arranged. If the intruder removed all the furniture and filled the study with boulders, Rozmare's knowledge falls to the "never seen" category.
 Some players might attempt elaborate precautions to protect their characters from the disastrous effects of failed teleport spells; as the DM, you should not discourage such efforts, but keep the following in mind:
 A teleport spell requires a firm surface as a destination. The caster cannot choose to appear in the air or in a pool of water to avoid teleporting low. It is possible, however to teleport to a firm surface with a space or water under-neath. If a teleporting character arrives low, roll 1d100 to see how many yards below the surface the caster's feet land. Note that a low teleport is always fatal if the caster arrives within any solid object no matter how thin or flimsy the object is; teleporting low into a pile of feathers is just as deadly as teleporting into rock. Teleporting low into water is not immediately fatal, but the character still might drown if he can't hold his breath until he reaches the surface.
 A permanent teleport spell affects a single object with a volume of no more than 1,000 cubic feet (a 10-foot cube) or an area no larger than 400 square feet (20 feet square. The caster names the destination and rolls once for accuracy. The destination cannot be changed once set. The caster can assign a command word or non-verbal triggering device if he desires. This can be as simple or complex as the caster desires; see the magic mouth spell description in the Player's Handbook for limitations. If no command or trigger is set, anyone passing through the area or touching the object is teleported.
 Usually, only one creature can be teleported each round. It is possible to have several creatures teleport simultaneously provided they are touching the first creature to trigger the teleport and the additional creatures and their equipment do not exceed the spell's weight limit, which is the same as the caster's weight limit at the time the original spell was cast.

 If a permanent teleport spell is inaccurate, both the permanency and the teleport spell fail, but the caster can attempt a system shock roll to avoid losing a point of Constitution. If this option is in play, the caster also might be allowed to set multiple destinations with the same permanent teleport spell. The caster must name a different trigger for each destination and roll for accuracy each time a trigger is set.Attributes: 2E, Spell

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Teleport Without Error: As with teleport, this spell only allows travel to known locations. To know a location, the caster must learn what the place looks like or must be able to surmise where it is. For example, if the caster has been blindfold, carried into a chamber, then allowed to look around, the character could use teleport without error to return to the chamber even though he has no idea where the chamber is. The caster also could teleport without error into the courtyard of a castle visible in the distance even if he had never seen the courtyard before. Note that in both cases the caster could employ a normal teleport spell, but the caster's lack of knowledge about the destination would make the attempt dangerous.
 A teleport without error spell has no chance for error if the destination lies in the same world as the caster. If the caster accidentally specifies a destination already occupied by a solid object, the character is automatically displaced a sufficient distance to allow for a safe arrival.
Teleport without error also allows travel between world (planes, crystal spheres, and pocket dimensions) but there is a chance for error, see the spell description for details.
Attributes: 2E, Spell

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Unseen Servant: The force this spell creates does not possess any senses or powers of reason. It is incapable of any action except following its instructions to the letter. For example, an unseen servant can be sent to the bottom of a pool to grab whatever objects it encounters, but it cannot be directed to grab any coins or gems that it finds.
 The permanent version of this spell creates an invisible servant that always hovers within 30 feet of the caster. If destroyed, it reforms in 2d10 rounds.

 A permanent unseen servant can be cast on an area and instructed to endlessly perform a single task, such as forever cleaning a room. Once a task is set, it cannot be changed.Attributes: 2E, Spell

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Web: Webs must be properly supported if they are to be made permanent. Permanent webbing remains where it is created, if torn away, new webs spring into existence to take its place. Chunks of webbing carried out of the area of effect dissolve in seconds. Creatures can break through the webbing at the rates given in the spell description, but the webs immediately fill in behind them. Creatures who blunder into permanent webbing (or who are thrown in) can be trapped and suffocated if they fail to save vs. spell just as they can if caught in normal webbing.
 Permanent webs can be burned away with fire, but they spring back into being one round after the flames die away.
Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 75-76 Additional Comments on Spells and Magical Items — Wizard Spells (August 1995) 🔗
Wish: Most uses of this spell lower the caster's Strength/Stamina score by three points and force the caster to take to his bed for 2d4 days. Lost Strength/Stamina returns at the end of the rest period. If the caster's Strength score falls to 0 or less, he loses consciousness until he has rested.
 A wish essentially allows the user to change reality to suit his tastes. The alteration, however, can have unintended consequences, especially if the wish is poorly worded or the caster gets greedy. Generally, the more local and personal the effect, the less chance there is for complications. Adjudicating this spell is tricky, as the DM must be sure to give the players results that reflect the power of the wish, but not so much that the players come to rely on wishes to solve all their problems. A wish can always duplicate any spell of 9th level or less.
 To avoid the bed rest and Strength/Stamina loss associated with a wish spell, the caster must effect a change that does not leave him better off than before the events that preceded the wish. For example, if the wizard's party was defeated by a powerful monster, the caster could wish that they had never met the creature. This change in reality brings his companions back to life as if the encounter had never occurred. The caster ages five years, but he does not have to rest for 2d4 days from the wish since he is not in a better position than before the events occurred.
 If the caster wished for his party to return but the monster to remain dead, he would be subject to the debilitative effects, since the creature being dead is considered an advantage that the spellcaster did not have before the events occurred. Any time a wish creates an advantage for the caster the loss of Strength and the 2d4 days of bed rest occurs.
 The effective power of a wish is based upon the availability of money and magical items in your campaign world. If these are in abundance, the power of the wish is enhanced. Likewise, in a world where money and magical items are scarce, the power of a wish is reduced. As DM, you need to determine the relative power of a wish in your world. Here are a few guidelines for a world that has a moderate amount of wealth and magical items:
 A wish can produce a magical item but not an artifact. To avoid suffering bed rest and Strength loss, the caster should place a limit on the length of time the item is kept, typically about one hour. The item isn't actually created, it's just borrowed and goes back where it came from when the duration expires. If the item is particularly rare or valuable, or has been borrowed before, the true owner might resent the loan.
 A wish can bring the user wealth. The DM should decide how much a character can wish for without trouble. The amount gained should be significant but not so great as to disrupt the game. For most campaigns, a random amount of 5,000 to 40,000 gp (5d8×1,000) shouldn't cause problems.
 A wish can change a character's race permanently, allowing an elf to become a human and advance without level limitations. Alternatively, that same elf could wish to advance in level like a human, but he could at most gain one level per wish. Each time he wanted to advance in level, he would have to cast another wish to allow it to occur.
 A wish can usually negate or change events that the user finds undesirable—this is why wishes are part of the AD&D game. A wish used to alter a campaign's history should be immediate—made on the spot or very soon after the event to be altered took place. Wishes that allow player characters a second chance to achieve a goal after an unlucky failure or disastrous mistake should be allowed, as long as the terms of the wish don't guarantee success.
 When assigning consequences to poorly worded or inappropriate wishes, it is best to follow two guidelines: First, the errant wish should follow the player's wording to the letter. Second, the result should follow the path of least resistance; that is, the result should involve the simplest and least complex warping of reality. For example, a greedy character who tries to wish for a staff of the magi might very well find himself standing naked and alone, staff in hand, in front of the staff's former owner (perhaps a dragon or lich). Escaping from the former owner and returning home is the character's problem.
 As with limited wish, the unnatural aging caused by the spell is dependent upon the race of the caster; five years for a human, 10 years for a halfling or half-elf, 15 years for a dwarf, 20 years for a gnome, and 25 years for an elf. The aging requires a system shock roll, and failure results in death for the caster.
 Chapter 1 of the DUNGEON MASTER Guide discusses the effects of wishes on ability scores, and additional information can also be found in The Complete Wizard's Handbook.
Comment: Wishing to raise an ability score that is 21 or higher requires 20 wishes per point increase. This rule is only available in the original 2E DMG (the blue book) p. 12. It was erroneously dropped from the reprinted 2E DMG (the black book)
The Complete Wizard's Handbook discusses wishes on page 85.
Attributes: 2E, Spell, Magical aging

Priest Spells

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Age Creature✝: The reverse of this spell, restore youth, negates most sorts of magical aging, provided the aging is the magic's primary effect. It negates aging from age creature spells, staffs of withering, and attacks by ghosts. It does not reverse incidental aging effects, such as those inflicted by casting a wish or receiving a haste spell.Attributes: 2E, Spell, Magical aging

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Breath of Life✝: The reverse of this spell, breath of death, produces a nonmagical disease that breath of life can cure.Attributes: 2E, Spell

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Combine: The central priest gains a boost to the spells and granted abilities he already has. The central priest gains no extra spells or granted abilities from this spell.Attributes: 2E, Spell

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Dispel Evil: In addition to driving away evil extra-planar and summoned creatures, this spell is effective against evil enchantment/charm spells and all forms of domination and possession.Attributes: 2E, Spell

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Dispel Magic: Refer to the wizard's version of this spell.Attributes: 2E, Spell, Dispel Magic

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Dragonbane✝: This spell can be the subject of a site focus✝.Attributes: 2E, Spell

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Draw Upon Holy Might✝: This spell cannot increase an ability score beyond 25.Attributes: 2E, Spell

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Extradimensional Pocket✝: The extradimensional space created by this spell functions as a bag of holding in all respects while its duration lasts.Attributes: 2E, Spell

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Imbue with Spell Ability: If the recipient dies before the imbued spells are cast, the imbue with spell ability caster regains the ability to cast the imbued spells.Attributes: 2E, Spell

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Know Time✝: This spell reveals the correct local time in terms the caster can most readily understand. If the caster has just arrived on a new world where he is unfamiliar with the names of hours, days, months, and years, the spell reveals a generic result that might not be immediately useful until the caster gets more information. For example, the spell might reveal that it is the 10th hour of the 23rd day of the 7th month in the 2,345th year. The hour is always given in relation to local midnight.
 If the world where the know time spell is cast has a time flow different from that of the base campaign, this spell has a 2% chance per caster level of giving an estimation of the difference. The caster can learn if time flows faster or slower and the general degree of difference; great, moderate, or minor. When using table 2 (page 46), ratings of 2-4 and 18-20 are great; ratings of 5-7 and 15-17 are moderate, and ratings of 8-9 and 13-14 are minor.
Attributes: 2E, Spell

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Magic Font: This spell requires a specially prepared font for creating holy water (see page 96). The spell's maximum duration depends on the font's capacity, but the actual time the caster can scry depends on the caster's knowledge of the subject, as given in the crystal ball description in the DUNGEON MASTER Guide. For example, a magic font spell cast on a basin with a capacity of 60 vials remains active for one hour, but the actual time the caster can safely use the font is 30 minutes if the subject being viewed is known slightly.
 Several other spells can make a magic font more useful, see the crystal ball description in the DMG for the list. See the notes on the magic mirror and clairvoyance spells for more information on scrying.
Comment: Font for creating holy water is described on page 86-87, not 96. Skip Williams is as accurate as ever.Attributes: 2E, Spell

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Mind Read✝: This spell functions just like the wizard spell ESP in most respects. Each time a mind read spell is cast, however, the priest can conduct a deep probe of a single creature, possibly gaining additional information as detailed in the spell description.Attributes: 2E, Spell

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Mistaken Missive✝: This spell can affect any document written in ink. For purposes of the spell, ink is any substance that is artificially compounded or altered to render it suitable for use in writing. Documents written with substances that have not been artificially prepared are not subject to this spell. For example, a note written in chalk cannot be altered by this spell, neither can a letter or agreement written in blood.Attributes: 2E, Spell

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Music of the Spheres✝: A successful saving throw against this spell negates only the entrancing effect. An opponent who successfully saves is free to attack the caster but still suffers the -3 penalty to charm-based saving throws for as long as he can hear the music.Attributes: 2E, Spell

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Nap✝: This spell does not reduce the study time (10 minutes per spell level) required to memorize spells. The spell has no effect if the recipient is unwilling or has received a nap spell in the previous 18 hours.Attributes: 2E, Spell

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Plane Shift: This spell sends the caster and up to seven other creatures on a one-way trip to another plane. This spell also allows travel between crystal spheres on the Prime Material Plane (though conditions within a particular sphere might prevent the spell from working). Each sphere requires a unique forked rod made of metal, just as each plane or dimension does. The travelers can return home via a second plane shift spell if they have a rod attuned to their home plane or world.
 Two-way travel is possible with a single plane shift spell if the DM chooses to allow it. To return home without a second spell, the travelers need the same rod that was used in the original spell, and they must be on the same plane as their original destination. For example, a group of travelers who plane shift to the Outlands and then pass through a gate to the Abyss cannot use the original rod to return home unless they return to the Outlands first. They also cannot return home without another spell if they lose the original rod.
Acquiring rods: When a priest gains access to this spell, he usually discovers the type of rod required to reach his home world and to reach the plane where his deity resides. The DM must decide how easy or difficult it is to discover additional rods. The surest way to obtain a rod attuned to a specific plane is to find a priest who has been there before. Otherwise, the priest must conduct his own research to discover what sort of rod is required to reach a particular place. The table of suggested costs assumes that planar travel is intended to be fairly rare, but not unknown. The DM should adjust costs up or down as appropriate.
 The priest must be in good heath and refrain from adventuring while researching a rod. If the priest has access to commune spells, the required research time is reduced one step (one year of research time is reduced to one month), but costs are not reduced. At the end of the research time, the priest must attempt a Wisdom/Intuition check. If failed, the research is unsuccessful but may be conducted again. If the check succeeds, the priest discovers the type of rod required to reach the plane he was researching; the priest knows the rod's shape and what materials are required to make it. Finding the materials and a craftsman to make the rod are another problem.
 The DM is free to decide what rods look like (there are many possible objects that can be described as forked rods). See volume two of the ENCYCLOPEDIA MAGiCA for examples.
Research Time and Costs
Plane Type1 Research Cost2 Research Time2 Rod Cost3
Inner Plane 500/1,500 1 Week/6 Weeks 100
Outer Plane 1,000/3,000 2 Week/3 Months 300
Demiplane 5,000/15,000 2 Months/1 Year 400
Pocket Dimension4 +2,000 +1 Month
Prime Material World 750/3,000 3 Week/9 Weeks 250

 ¹ The Astral and Ethereal Planes are treated as known Inner Planes for purposes of research.
 ² The numbers before the slashes are the cost and time requirements for planes that are generally known by the campaign's spellcasters. The numbers after the slash are the cost and time requirements for destinations about which little is known in the home campaign. All prices are in gold pieces.
 ³ The number is the typical cost in gold pieces for constructing one rod, provided that the proper materials are available. Rods made of extremely rare materials can cost considerably more.
 ⁴ Add these modifiers to the type of plane the Pocket Dimension is attached to. For example, researching a Pocket Dimension that is attached to the Ethereal Plane would cost 2,500 gp and take five weeks. The cost for the rod would remain 100 gp.
Attributes: 2E, Spell

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Protection from Evil: Refer to the wizard version of this spell.Attributes: 2E, Spell

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Reflecting Pool: This spell requires a natural pool—a small body of water fed by a natural water source and contained in a setting generally free of artificial constructions. A naturally occurring puddle of rainwater could be considered a pool if it lies in a meadow but not if it lies in a city street.
 See the notes on the wizard spells magic mirror and clairvoyance for more information on how this spell functions.
Attributes: 2E, Spell

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Speak With Dead: This spell has a range of one yard The dead do not lie, but they can be evasive, misleading, or obtusely literal if they answer the caster's questions at all (some creatures are allowed saving throws, see the spell description).Attributes: 2E, Spell

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Unceasing Vigilance of the Holy Sentinel✝: A priest recovering from this spell must rest unless compelled to act by some external cause. Generally, the priest cannot respond to threats that he cannot perceive (though the priest always perceives a threat to himself if he suffers damage). A nap spell grants the priest 48 turns of rest.Attributes: 2E, Spell

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Weighty Chest: The weight increase created by this spell is activated only when a creature other than the caster attempts to move or lift the protected chest. It is not possible to use a weighty chest as a weapon. For example, the caster cannot cast this spell on a small coffer and then toss it at an opponent, hoping the foe will be bowled over or unbalanced by the coffer's great weight. Note, however, that a foe could be tricked into attempting to lift or move the chest.Attributes: 2E, Spell

Magical Items

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Amulet of Life Protection: A character whose psyche is held in the amulet does not truly die until seven days have passed. Until that time, any healing the character receives revives the character as long as the healing is sufficient to give the character a positive hit point total.
 The wearer can be raised or resurrected no matter how the character died. The raise dead or resurrection spells can be cast upon the amulet if the character's body has been destroyed.
Attributes: 2E, Spell

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Bag of Holding: Living creatures can be placed within a bag of holding provided they don't exceed the bag's volume and weight restrictions. If the bag is left open, living creatures kept inside can breathe normally. The space inside a bag of holding is airtight, and if the bag is sealed the air inside runs out quickly. It is possible to carry water in a bag of holding. See the general note under extradimensional spaces for more information.
Bag Capacity Air* Water**
250 lbs. 4 minutes 30 gallons
500 lbs. 6 minutes 60 gallons
1,000 lbs. 8 minutes 120 gallons
1,500 lbs. 10 minutes 180 gallons

 * This is the amount of time a single creature in a sealed bag remains comfortable. After the listed time, the air becomes foul and the creature begins gasping; a -2 penalty applies to all attack rolls and ability checks until the creature gets fresh air. If the creature remains in the bag for twice the listed time, it must save vs. poison or fall unconscious until the creature gets fresh air. The save must be repeated each turn. Unconscious creatures also must save vs. poison every turn, and they die if they fail a second time.
 ** This shows the amount of water the bag can hold. Note that water is heavy and a bag carrying the listed amount of water only appears to be about 10% full as far as its cubic capacity is concerned. This makes it very easy to exceed the bag's weight limit and destroy it.
Attributes: 2E

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Books/Tomes: The baneful effects from all books, tomes, manuals, and librams are triggered by perusing even a small passage. Magical books cannot be distinguished from other types of normal or magical books.
 A character who studies a book to find out what's in it triggers the book's effects. Magical books always vanish once they bestow a beneficial effect but usually remain behind if they inflict a harmful effect. Multi-classed characters get only the best possible result—other helpful results (and harmful ones) are ignored. For example, an elf fighter/mage/thief glances at a manual of puissant skill at arms, a book that is normally harmful to wizards. Because the elf is a fighter, he can ignore the harmful effect and gain one fighter level instead.
Attributes: 2E

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Cloak of Displacement: The cloak's displacement power is ineffective against creatures or devices that cannot see the cloak's wearer. For example, an invisible character does not receive the cloak's power to make opponents miss their initial attack or the cloak's armor class bonus; likewise, most traps never "see" their targets and displacement does not foil them.
 Displacement is not effective against attacks that are not aimed, such as an avalanche or cave-in, and does not affect aimed attacks that cover an area, such as catapult shots or dragon tail slaps.
 Displacement is only partially effective against spell attacks. If a spell actually requires an attack roll, such as any touch-delivered spell, the cloak works normally and can cause the spell attack to miss if it is the first attack in an encounter. If the attacking spell does not require an attack roll, it can never be caused to "miss," though the cloak's +2 saving throw bonus applies.
 For example a fireball spell never misses, but the cloak wearer gains a +2 saving throw bonus. If a spell allows no saving throw, displacement has no effect on it; for example, a magic missile or death spell is never affected by displacement.
 Under normal conditions, the first melee or missile attack against a displaced creature automatically misses. The opponent is assumed to note the displaced creature's correct position and can keep track of it thereafter. If an opponent has multiple attacks, only the first one automatically misses. If there are multiple opponents, only the first attack by the first creature automatically misses. The remaining opponents are assumed to observe the failed attack and make the appropriate adjustments. If the DM determines that one or more creatures did not observe the initial attack, their first attacks automatically miss, too. Note that intelligent opponents who have reason to suspect a character is displaced might launch some type of probing attack to test the character's defenses, such as hurling a rock. Such attacks count as a combat action for the creatures attempting them.
Attributes: 2E, Spell, Invisibility

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Contract of Nepthas: A mistaken missive spell alters the words written on the a contract of Nepthas but does not free characters who have signed the contract from their obligations.Attributes: 2E

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Crystal Balls: See the notes under the magic mirror and clairaudience spells.Attributes: 2E

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Daern's Instant Fortress: A creature attacking the fortress's walls with a magical weapon inflicts one point of damage for every three rounds spent attacking the walls. If the escalade rules from the PLAYER'S OPTION: Combat and Tactics book are in play, the fortress can be attacked by bombardment engines or sapped by attackers equipped with magical weapons. In either case, all damage is subtracted from the fortress's total hit points.Attributes: 2E

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Deck of Many Things: Baneful effects from this item cannot be removed through wishes or lesser means, although a wish might indirectly help the PCs in dealing with the difficulties the cards inflict. For example, a wish can reveal where a victim of the void or the donjon is imprisoned. A wish also could reveal the identity of an enemy produced by the flames or the rogue.
 10th-level magic is effective against a deck of many things in the same way a wish is, but there are certain exceptions. 10th-level divination spells cannot be used to determine the identity of a particular card nor can magical wards negate a card's effects, but they can reveal the location of a creature trapped by the void or donjon card. There is no way to shield a creature from the harmful effects of the deck of many things while allowing the benefits to occur by using 10th-level spells.
Attributes: 2E, Spell

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Extradimensional Spaces: These items tend to produce spectacular effects when one is placed within another. The following items contain extradimensional spaces: bag of holding, bag of transmuting, flatbox, girdle of many pouches, Heward's handy haversack, portable hole, and pouch of accessibility. The following spells produce extradimensional spaces: extradimensional pocket✝, Mordenkainen's magnificent mansion, and rope trick.
 In most instances, placing one extradimensional space inside another opens a rift to the Astral Plane, casting both the items and their contents through the rift. The items and anything contained within them are scattered randomly in the infinite depths of the Astral Plane. A wish can recover the contents of the extradimensional spaces, and it is possible that creatures held in the items might eventually find their way off the Astral Plane. Since all objects within the extradimensional space are scattered randomly, a creature cast into the Astral Plane through a rift does not have any better chance of recovering lost items than any other creature. A creature carried to the Astral Plane through a rift retains its possessions, but other loose items within the extradimensional space are randomly scattered.
 For example, a party of adventurers decides to cast a rope trick spell to create a safe haven where they can rest and sort a huge pile of coins they have found. Unfortunately, one of the characters has a bag of holding which contains several pieces of equipment and treasure. When the bag of holding enters the rope trick, both spaces are sucked into the Astral Plane. The characters occupying the rope trick are dumped in random locations in the Astral Plane (if the DM is feeling kind, they might arrive within sight of each other). The bag of holding is torn from its holder's grasp and its contents are spewed randomly across astral space.
Portable holes can produce more dramatic effects. If another extradimensional space is placed within a portable hole, an astral rift opens, as described above. However, if a portable hole is placed within another extradimensional space, a gate to a random plane opens and all creatures within a 10-foot radius are drawn through it, no saving throw. The process destroys the portable hole and the other extradimensional space.
Flatboxes are notoriously unstable. If a flatbox contacts any other extradimensional space it explodes, see the item description for details. The other item is sucked into the Astral Plane. A portable hole reacts as detailed above.
 Most extradimensional spaces contain only a finite amount of air, which limits how long living creatures can be kept inside. Refer to the bag of holding entry for the amount of air contained within these items.

 Creatures drawn through the gate created by a portable hole arrive in a random location and fall in a heap within a 10-foot radius. Items in the extradimensional spaces are either lost on the Astral Plane (50%) or scattered randomly about the circle where the creatures land (50%). The DM makes the roll and can decide to check the items singly or in groups.Attributes: 2E

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Flatbox: The box can hold 60 gallons of water. A creature inside one of these items can breathe normally for six minutes if the lid is closed. Additional information can be found at the bag of holding and extradimensional spaces entries.Attributes: 2E

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Flight Items: Characters using magical items that grant flight have a daily movement rate in miles equal to twice the item's flight speed. For example, characters aboard a 4-person carpet of flying travel 48 miles a day in clear weather.
 The daily movement rate assumes 10 hours of flying time with ample rest stops; it is not an altogether pleasant experience to fly (consider the effects of rough air, unsteady seating, awkward body positioning, and exposure to weather). Characters in a hurry can eliminate most rest periods and stay aloft longer, spending 18-20 hours in the air and doubling the daily movement rate, but this subjects the riders to the effects of a forced march (see Player's Handbook, Chapter 14). Riders who stay aloft for 24 hours a day move at 2 ½ times their normal daily rate and suffer double force march penalties.
 When a party has access to magical items that grant flight, the DM should take special care to plan adventures that take this capability into account. Flying characters can easily evade most land-based encounters, so the adventure should include encounters with flying creatures or those that entice the characters to land. The DM should also determine the prevailing weather conditions in advance, as they affect both flying conditions and the party's ability to see and be seen while aloft.
Attributes: 2E

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Gem of Insight: A character can benefit from one of these items only once, no matter how many gems are found over the course of the character's lifetime or how long a single gem of insight is kept.Attributes: 2E

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Girdle of Many Pouches: Though intended to hold equipment, this item's small pouches can hold about one gallon of water or a single tiny creature. If belted around a character's waist, the pouches are sealed and the creatures inside them have about four minutes of air. Additional information can be found at the bag of holding and extradimensional spaces entries.Attributes: 2E

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Heward's Handy Haversack: Though intended to hold equipment, this item's compartments can hold water or creatures. The side pouches can hold two gallons of water or one tiny creature each. The central compartment can hold eight gallons of water or a single small creature. If strapped around a character's back and closed, creatures inside the haversack have about four minutes of air. Additional information can be found at the bag of holding and extradimensional spaces entries.Attributes: 2E

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Iron Bands of Bilarro: There is no saving throw against this item, though the user must make a successful attack roll to trap a target. A failed attack roll never entraps a creature. An entrapped victim's companions can attempt a bend bars/lift gates roll to break the bands if the victim cannot get free. Spells such as free action, wraithform, antimagic shell, and duo-dimension are all effective means of escape, but teleportation magic merely transports the trapped creature from one place to another with the bands still trapping him. Magical items such as a potion of slipperiness or ring of free action are also effective against the magic of the bands.Attributes: 2E, Spell

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Javelin of Lightning: This item has a maximum range of 90 yards. The lightning created is a single bolt that extends from the target toward the thrower. Thus, a javelin of lightning should not be used if the target is within 30 feet.Attributes: 2E

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Librams and Manuals: See note at books.Attributes: 2E

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Medallion of ESP: Refer to the wizard spell ESP.Attributes: 2E

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Mirror of Mental Prowess: This item's thought-reading power works just like the wizard spell ESP. See the notes at the wizard spells clairvoyance, clairaudience, and magic mirror for information on the mirror's scrying powers.
 Travel through the portal created by the mirror is instantaneous. A detect invisibility or true seeing spell reveals the portal.
 The mirror's power to answer a question each week is similar to the priest spell commune in most respects, but the user is limited to questions about a creature whose reflection is being cast in the mirror.
Attributes: 2E

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Periapt of Proof Against Poison: This item has three basic functions, but only one can be active at any given time. First, the periapt can allow a saving throw against poisons that normally do not allow one. The required number for the saving throw varies with the periapt's strength as shown in the DUNGEON MASTER Guide. Other magical protections are added to the roll. For example, a character with a periapt of proof against poison +1 and a ring of protection +1 would gain a saving throw of 18 against a toxin that normally allows no saving throw. The bonus for the periapt does not apply in cases where no saving throw is normally allowed.
 Second, the periapt negates any penalty a particularly strong toxin might impose. Note that the penalty is entirely negated, not merely subtracted from the periapt's bonus. For example, a particularly virulent poison might have a -4 penalty to all saving throws. Even a periapt of proof against poison +1 completely negates the penalty. Likewise, a poison with a -1 penalty to saving throws completely negates the bonus of a +4 periapt.
 Third, the periapt grants a general bonus to normal saving throws against poisons. The bonuses are cumulative with other magical protections (but see the automatic failure rule on page 142).
Comment: The automatic failures on page 142 are a revised rule. The standard / core rule (which is missing from the PHB and DMG) only have failures on a natural 1.Attributes: 2E

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Portable Hole: This item has a capacity of about 280 cubic feet. It has no weight limit, and about 2,100 gallons of water or 100,000 standard coins can be held inside. A creature in a portable hole has enough air for 10 minutes. See the note at bag of holding for the effects of depleted air, and see the general note on extradimensional spaces for more information.Attributes: 2E

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Potions: Once a potion, elixir, oil, or ointment takes effect on a creature, any effects that apply only to the imbiber cannot be removed unless a dispel magic is targeted directly at the creature. If the potion's effects extend to other creatures (such as the various potions of control) it can be dispelled normally. All potion effects are treated as magic cast at 12th level for purposes of dispelling.
 Potions consumed within an antimagic shell do not activate until they leave the area of effect. If a potion has been consumed, an antimagic shell suppresses its effects unless they are permanent in nature (such as a potion of healing). Temporary effects made permanent by a roll on the potion compatibility table from the DMG can be suppressed by an antimagic shell.
 Tasting a potion gives the character a minor clue as to the potion's effects. For example, a potion of levitation or a potion of flying might make the character feel light. Often the effect from tasting a potion is not immediately obvious, and the character must attempt some action before any effects are revealed. In the previous example, the taster might feel nothing initially but might walk with a bouncing gait or feel light-footed when walking. A potion's taste, smell, and texture might help identify it, but this tends to be unreliable because potions with identical effects can look, feel, smell, and taste differently if they were made in different laboratories or concocted at different times.
Comment: "potions that are permanent in nature" again should be changed to "potions that are instantaneous in nature" to be consistent with the Wizard's Spell Compendium.Attributes: 2E, Spell, Dispel Magic

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Potion of Vitality: A character drinking this potion increases his body's natural healing ability to the rate of one hit point recovered every four hours. Damage that cannot be healed by magical means—such as from a sword of wounding—is restored. Damage that can be healed only by magical means—such as wounds from a chasme tanar'ri's claws or the fists of a clay golem—is not restored.Attributes: 2E

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Pouch o f Accessibility: Though intended to hold equipment, this item's internal pouches can hold about one gallon of water or a single tiny creature. Closing the pouch seals all the internal compartments, and the creatures inside them have about four minutes of air. See the note at bag of holding for the effects of depleted air, and refer to extradimensional spaces for more information.Attributes: 2E

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Quiver of Ehlonna: Only long, thin objects such as arrows, javelins, and bows can be placed in this item. Creatures cannot be placed inside, nor does the quiver hold water.Attributes: 2E

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Ring of Blinking: See note at the wizard spell blink.Attributes: 2E

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Ring of Contrariness: This cursed item always makes the wearer do things that run counter to what others desire. The wearer does not necessarily do the exact opposite of what is suggested. For example, if someone says "keep that ring on," the wearer wholeheartedly agrees. He might also suddenly become fearful that others desire the ring and attack the speaker. The ring's enchantment makes the wearer difficult to be around, always selecting the response that is most troublesome.Attributes: 2E

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Ring of Regeneration: Wearers killed by fire, acid, disintegration, or death magic cannot regenerate back to life. However, damage inflicted by such attacks can be regenerated if the wearer survives the attack.
 A ring of regeneration only repairs damage inflicted on the wearer after the character puts on the ring. Damage inflicted before the character wore the ring is not regenerated, so placing a ring of regeneration on a dead or unconscious character has no effect.
 A ring of regeneration does not remove the need to eat, sleep, or breathe, nor does it prevent natural or unnatural aging.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rod of Absorption: Spell levels stored in the rod can be used to power spells on low-magic worlds, even when local conditions would not normally allow the spell to be cast. For example, if the rod-wielder had a wall of force spell memorized, the character could use five levels of stored energy even on an M4 world, where 5th level spells normally don't work (see page 47).
 When used to absorb spells, the rod can absorb any spells directed at the wielder for the entire round, as selected by the rod-wielder. Absorbing spells counts as an action for the character, but initiative has no bearing on when a spell can be absorbed. The wielder can never absorb a spell that is not targeted specifically at him.
 For example, if the wielder is caught in the blast of a fireball, the rod cannot be used to absorb the spell because the wielder was not the target—the actual target was a point in space. If, however, the fireball was set to detonate directly on the wielder, it could be absorbed. Some spells, such as hold person and slow, are individually targeted on multiple creatures within an area. If the rod-wielder is one of those targets, he can absorb the entire spell.
 Absorbed spells have no effect whatsoever; their power has been stored in the rod. Thus, if a hold person is directed at the rod-wielder, the magic is totally negated—even for other targets. 10th-level spells cannot be absorbed.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rod of Beguiling: The beguiling effect has a 20-foot radius. There is no saving throw, though magic resistance applies, as does resistance to mental attacks or control. Racial resistances to charm effects also apply. Affected creatures remain beguiled for the full one-turn duration even if they leave the radius.Attributes: 2E, Elven resistance, Charm

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rod of Resurrection: Specialty priests require two charges instead of the usual one charge when resurrected. The racial charge requirement remains unchanged.
 Specialty priests dedicated to deities of healing, protection, warfare, endurance, and similar areas of influence require only one charge to resurrect.Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rod of Rulership: Creatures being ruled need not remain within the rod's 150-foot radius once they have been affected. Most creatures get no saving throw, but magic resistance and resistance to mental attack or control applies. Racial resistances to charm effects also apply.Attributes: 2E, Elven resistance, Charm

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rod of Security: This item transports creatures into a pocket dimension (see page 45) attached to the world where the rod was activated.Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 84 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Rope of Entanglement: Use of this item does not require an attack roll. In addition to the size limitations included in the item description, all the rope's targets must fit within a single area of 200 square feet or less (eight 5-foot squares in any contiguous configuration). Targets who save vs. breath weapon can move 10 feet each round and can attack nearby creatures (but not the rope of entanglement).
 If other creatures fail their saving throw versus the rope, those who succeeded in their save can only move if the combined weight of those who failed is less than their maximum press. For instance, a fighter wearing a girdle of hill giant strength could drag up to 640 lbs. of weight along with him. Of course, groups of creatures must move generally the same direction to initiate an attack.
 Entwined creatures suffer a +2 initiative penalty and attacks against them are at +2. Targets who fail the save are held completely immobile and cannot perform any actions that require movement; attacks against immobile creatures are made with a +4 bonus.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 84-85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Spell Scrolls: A scroll is a temporary magical writing that stores spell energy in a portable form; it is essentially a precast spell waiting to be triggered. The level at which a priest spell read from scroll functions is never diminished due to planar distances (see page 49), but all scroll spells are subject to local conditions. For example, a fireball read from a scroll is ineffective on the Plane of Elemental Water—the spell creates a harmless bubble of vapor and the writing fades. Scrolls become inert if taken to a world rated M2 (see page 47) or lower, but are not otherwise harmed.
 Spell scrolls come in two types, priest and wizard. Priests cannot use wizard scrolls and vice versa. High-level thieves and bards have a chance to employ either type. A character who can use spell scrolls can read any spell of the appropriate type regardless of other restrictions. For example, an illusionist, who is normally barred from casting abjuration spells, can read a dispel magic spell from a scroll. Likewise, a priest can read priest spells from spheres normally unavailable. Note that the reader could still suffer the effects of spell failure by attempting to cast a spell that is too high a level (see DUNGEON MASTER Guide, Appendix 3).
Attributes: 2E, Scroll

Dungeon Master Option: High-Level Campaigns p. 85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Sphere of Annihilation: A wizard's maximum chance to control a sphere of annihilation without the aid of a talisman of the sphere is 92% for a wizard of 21st level and an 18 Intelligence/Reason. There are no additional bonuses for being higher level or having an Intelligence/Reason score grater than 18.
 A talisman of the sphere doubles a wizard's Intelligence bonus for controlling the sphere. Adjusted control scores of 100% or more indicate automatic success, but other wizards trying to usurp control reduce the control chance; see the sphere of annihilation in the DMG description for details.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Staff of the Magi: The staff's plane travel ability is similar to the priest spell plane shift, but no forked rod is required. The staff-wielder must be generally familiar with the destination plane either by making a previous visit or having information about the plane from a traveler who has been there. If a character wishes to research details on an unknown plane, refer to the note at plane shift for cost and time requirements.
 The absorption power of the staff works just like that of the rod of absorption except that the level of absorbed spell is not communicated to the staff-wielder. The decision to absorb must be made based on the appearance of the magic or, in the case of invisible effects, blind luck.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Staff of Withering: The withering effect from this item makes one of the victim's limbs shriveled and useless; it has no effect on a creature's head or body. The withering effect requires three charges from the staff and must be announced at the beginning of the round. If the staff hits, roll randomly to see which limb is struck.
 If the victim is humanoid, roll 1d4 to determine which limb is struck: 1=right arm, 2=left arm, 3=right leg, and 4=left leg. A shriveled arm cannot wield a weapon or shield or be used to make unarmed attacks. The character suffers a -2 penalty to Dexterity for each shriveled arm. A humanoid cannot stand up or walk without a crutch if even one leg is shriveled. The character is reduced to a crawl and cannot make any physical attacks. The character suffers a -6 penalty to Dexterity. Getting two legs shriveled has no appreciable additional effect.
 If the target is a quadruped, the staff-wielder can usually reach only two of the opponent's limbs. Roll 1d6 to see which one is hit: 1-3=right, 4-6=left. Quadrupeds with one shriveled leg move at ⅔ their normal rate and cannot make attacks with the shriveled limb. A quadruped with two shriveled limbs cannot move or physically attack.
 Insectoid or multi-limbed creatures should be handled like quadrupeds, but their movement is unaffected as long as they have at least two functioning limbs on each side of the body.
 Attacks on flying creatures can hit the wings. For example, roll 1d6 to determine which limb on a flying humanoid is struck: 1=right arm, 2-left arm, 3=right leg, 4-left leg, 5=right wing, and 6=left wing. Creatures with even one shriveled wing cannot fly.
 Limbless creatures have no appendages to be withered and suffer no ill effects from withering except damage and aging.
 If the staff-wielder chooses to make a called shot and succeeds, do not make a random roll; the staff hits the selected area instead.
 If the critical hit rules from PLAYER'S OPTION: Combat and Tactics are in use, ignore all of the foregoing and use the hit location system from that book. The area struck suffers a "destroyed" result if the saving throw fails, even if it is not a limb (do not roll for severity). The staff-wielder does not need to score a critical hit to roll for hit location. If the staff-wielder does score a critical hit, the target suffers double damage and must roll saving throws vs. both the withering and the critical hit.
 There are several ways to repair withered limbs, but regenerate and restoration are the most common methods. Creatures that regenerate (through an innate ability or magical item) regain the use of a shriveled limb after regenerating the equivalent of 20 points of damage. For example, a character wearing a ring of regeneration would recover from a shriveled limb in 20 turns, and a troll would recover in seven rounds.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Stone of Good Luck: The stone's +1 (or +5%) bonus applies whenever dice are rolled to see if the character (not the character's equipment) avoids an adverse happening. The bonus applies to saving throws, ability checks used as saving throws, system shock rolls, resurrection survival rolls, and any other event in which chance, not skill, is the determining factor. The bonus does not apply to spell failure, magical item creation, learning spells, or to most proficiency checks.
 The character's good luck applies to rolls for party treasure distribution and to proficiency checks involving luck or dodging, such as gaming and tumbling.
Attributes: 2E

Dungeon Master Option: High-Level Campaigns p. 85 Additional Comments on Spells and Magical Items — Magical Items (August 1995) 🔗
Wand of Negation: The wand temporary renders magical devices unable to create spell-like effects. When a device's spell-like function is negated, any charges expended to produce the effect are lost, but the device is not otherwise harmed. A wand of negation has no effect on cast spells or a creature's spell-like abilities. The wand has an initiative modifier of +1.Attributes: 2E

Chapter: 4 Creating Magical Items — Holy Water

Dungeon Master Option: High-Level Campaigns p. 86-87 Creating Magical Items — Holy Water (August 1995) 🔗
The Complete Priest's Handbook gives rules for creating holy water. This section contains more detailed rules for high-level campaigns.
 Any cleric or specialty priest with access to the required spells can create holy water once a week, provided a suitable font is available. The required spells are: create water, purify food & drink*, bless*, chant, and prayer. The spells marked with an asterisk are used in reversed form to create unholy water.
 The priest must spend at least eight hours praying and meditating before casting the spells in the listed order. Any delay between finishing the casting of one spell and starting the next ruins the ceremony. The character must maintain the chant spell for one turn. Afterward, the cleric must rest at least eight hours before casting any spells. If forced into combat during this time, the character suffers a -4 penalty to all attack rolls, saving throws, and ability checks.
 A font is a specially blessed (or cursed) basin made of precious metals contained inside an elaborate case or pedestal fitted with a cover. A particular font can be used only once a week, and a temple or other religious building can contain only one font. Particularly large buildings might contain one font per wing or floor, at the DM's option.
 A font's maximum capacity for creating holy water depends on its cost—the more rare and expensive the font, the more favorably the deity to which it is dedicated looks upon it.
 The create water spell normally produces more water than a basin can hold; the extra water is either channeled away or assumed to be magically dissipated.
Holy Water Font Costs
Capacity Basin Pedestal
6 vials 1d6×10+120 gp 200 gp
8 vials 1d6×50+1000 gp 350 gp
10 vials 1d6×100+1,800 gp 500 gp
14 vials 1d4×500+5,200 gp 750 gp
18 vials 1d4×1000+8,000 gp 1,000 gp
24 vials 1d4×1000+15,000 gp 1,250 gp
32 vials 1d4×1000+18,000 gp 1,500 gp
40 vials 1d6×10,000+50,000 gp 1,750 gp
50 vials 1d10×10,000+100,000 gp 2,000 gp

 The basin and pedestal must be specially designed and fashioned; the process requires 2d4+2 weeks.
 Holy water loses its potency if removed from the font for more than one turn unless it is placed in a specially blessed crystal or leaded glass vial. Each vial holds a quarter pint of liquid and costs 5 gp. (Copper-pinching characters can sell empty vials on the open market for 1d4+1 gp each.)
 A font can be defiled and made useless for creating holy water (and for magic font spells) by touching it and casting a curse spell. Fonts can be nonmagically defiled by placing anything repugnant to the deity to which the font is dedicated to within its confines.
 A defiled font must be entirely remade. The font cannot be cleansed or restored, except by a wish, though the materials in the basin can be recycled and used in a new basin for 1d4+1×10% of the original cost. For example, Delsenora's temple has a font that can hold 32 vials of holy water. The initial cost was 21,000 gp for the basin plus 1,500 gp for the pedestal. If the font is defiled, the replacement cost is 1,500 gp for the pedestal and 20-50% of the original basin cost. Delsenora rolls a 2 and must pay 30% of the original cost—6,300 gp.
Attributes: 2E

Chapter: 6 True Dweomers — True Dweomers in Play

Dungeon Master Option: High-Level Campaigns p. 134 True Dweomers — True Dweomers in Play (August 1995) 🔗
Protective Devices: Items such as rings of protection work normally against 10th-level spells. True dweomers cannot be stored or absorbed. Pale lavender and lavender and green ioun stones are ineffective against true dweomers, as are rods of absorption and the absorption powers of staff of the magi.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 134 True Dweomers — True Dweomers in Play (August 1995) 🔗
Dispel Effects: The 3rd-level dispel magic spell is of limited use against 10th-level spells. To be effective, dispel magic must be directed solely against the true dweomer to be dispelled. If successful, the true dweomer is rendered nonoperational for 1d4 rounds. A dispel magic spell cannot disrupt a true dweomer whose area of effect is larger than the dispel magic spell's area of effect.Attributes: 2E, Spell, Dispel Magic

Dungeon Master Option: High-Level Campaigns p. 135 True Dweomers — True Dweomers in Play (August 1995) 🔗
Mordenkainen's disjunction has a 1% chance per caster level of disjoining any true dweomer. If any portion of the enchantment is disjoined, the entire true dweomer is disjoined.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 135 True Dweomers — True Dweomers in Play (August 1995) 🔗
A wish automatically dispels a true dweomer, but that is the only effect the wish has. A limited wish spell can temporarily neKate a true dweomer for 1d8 hours.Attributes: 2E, Spell

Dungeon Master Option: High-Level Campaigns p. 135 True Dweomers — True Dweomers in Play (August 1995) 🔗
Magical Barriers: A dispel true dweomer instantly destroys any wall spell or magical barrier created by a 1st-9th level spell or magical device if it succeeds, including wall of force, prismatic wall, prismatic sphere, antimagic shell, and the cube of force
 A destroy true dweomer eliminates a wall of force, prismatic wall, or prismatic sphere if its area of effect is large enough to encompass the whole spell effect.
 If not destroyed or dispelled, any barrier that keeps out magic keeps out a true dweomer unless the true dweomer's area of effect is large enough to circumvent the barrier. For example, a flat wall of force cannot keep out a province-sized true dweomer. Spherical barriers cannot be circumvented in this manner.
Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Three (Published September 1998, First Printing)

P: P — Permanency

Wizard’s Spell Compendium Volume Three p. 656 P — Permanency (September 1998) 🔗
Permanency

 (Alteration)
 (Universal)

 Level: 8
 Range: Special
 Components: V, S
 Cast Time: 2 rds.
 Duration: Instantaneous
 Area of Effect: Special
 Saving Throw: None

 This spell affects the duration of certain other spells, making the duration permanent. The wizard can cast this spell in three different ways: on himself, on other creatures, and on an area.
 • On Himself: The wizard casts the desired spell and then follows it with the permanency spell. Each such permanency spell lowers the wizard's Constitution by 1 point. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell. The personal spells upon which a permanency is known to be effective are as follows :
comprehend languages protection from evil
detect disease protection from hunger and thirst
detect evil protection from normal missiles
detect invisibility protection from paralysis
detect life read magic
detect magic tongues
infravision unseen servant
past life
protection from cantrips

 • On a Creature: This application can be dispelled only by a spellcaster of greater level than the wizard was when he cast the spell. The following can made permanent if cast on another creature:
enlarge fear
invisibility

 • On an Object or Area: These applications to other spells allow a permanency to be cast simultaneously with any of the latter. The entire spell complex can be dispelled normally, and thus negated. The permanency spell can be used to make the following object or area-effect spells permanent:
alarm prismatic sphere
audible glamer solid fog
dancing lights stinking cloud
distance distortion teleport
enlarge Von Gasik's refusal
fear wall of fire
gust of wind wall of force
magic mouth web
Otiluk's dispelling screen

 The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). In the fabrication process, Constitution is only 5% likely to be lost.
 The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
Notes: Common spell (PHB).
Attributes: 2E, Spell, Dispel Magic

Wizard’s Spell Compendium Volume Four (Published September 1998, First Printing)

Appendix: Appendices — Errata for Wizard Spell Compendium Volumes 1 to 3

Volume 1

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Andrui's Baneful Backfire is from the WORLD OF GREYHAWK setting, add to Notes: (WoG).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Articus's Melee manager and Articus's Devolutionary Warrior frequency is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Accelerate Metabolism should precede Accelerate Plant Growth.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Alyssindra's Summons frequency in the MYSTARA setting is common.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Balliard's Rejuvenating Touch frequency in the MYSTARA setting is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Banishment is known to be in the Demonomicon of Iggwilv (WoG).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Binding is known to be in the Demonomicon of Iggwilv (WoG).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Blackmantle is also Shadow school, uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Bloodline Corruption has a BIRTHRIGHT iconAttributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Bloodstone's Spectral Steed is also Shadow school, uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Blur is also Shadow school, common.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Brannart's Acidic Grip frequency in the MYSTARA setting is common.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Callistram's Gondola frequency in the MYSTARA setting is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Cool—Pluma has a Maztica iconAttributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
DeGrass Pilfering Fingers frequency in the MYSTARA setting is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Destroy Undead has a RAVENLOFT icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Disruption col 2, ln 3, replace "destruction" with "disruption."Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Dismissal and Dolor are known to be in the Demonomicon of Iggwilv (WoG).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Drawmij's Instant Summons frequency is common or uncommon; all other Drawmij spells are uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Drawmij's Lasting Breath casting time is 1.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Drawmis Light Step, add (WoG).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Drawmij's Merciful Metamorphosis, add (WoG)Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
All Drenal spells are "(Updated from DRAGON Magazine.)"Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
Drought—Hishna has Maztica iconAttributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 1 (September 1998) 🔗
"Most Common" list should be included in future printings.Attributes: 2E, Spell

Volume 2

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Emirikol's Question was omitted (it appears here).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Empathic Control, Empathic Link, and Empathic Seizure are also Necromancy school.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Enhance is renamed Enhance Ability and the 5th paragraph is deleted (it duplicates the 4th).Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Enhanced Empathy is also Necromancy school.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Evard's Black Tentacles frequency is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Ghoul Touch, para 1, line 3. Change "a halfling" to "or halfling"Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Improved Whispering Wind delete icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Intensify Nature is 9th level.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Itembane frequency in the MYSTARA setting is common.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Jaggar's Strengthened Bastion frequency in the MYSTARA setting is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Janga's Jewel optional school is "Artifice".Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Khazid's Procurement frequeney is uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Lesser Sign of Sealing is 3rd level.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Life Force Transfer optional school is "Artifice".Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Lifesteal is listed as Life Steal.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Lysander spells (all) have PLANESCAPE icons.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Malec-Keth's Flame Fist frequency is uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Maximillian's Earthen Grasp frequency is uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Maximillian's Story Grasp frequency is uncommon or rare.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Melf's Minute Meteors frequency is common or uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Memory delete Mentalism school.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Metal Skin delete Alchemy school.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 2 (September 1998) 🔗
Metal to Rust delete Alchemy school.Attributes: 2E, Spell

Volume 3

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Table of Contents page numbers: Intro 579; How 579; Frequency 582; Icons 583; Mo 585; N 610; O 630; P 651; Q 720; R. 723: S 760; List 862.Attributes: 2E

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Night's Jambiya has an AL-QADIM icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Protection From Acid, add the optional school Alchemy,Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Rain of Terror has a RAVENLOFT icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Remove Gate Ward, the reversed form of gate ward should be noted on page 742.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Sand Gems Note: change "Known" to "Restricted". Delete "virtually..."Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Sandswallow Note: change "Known" to "Restricted". Delete "virtually..."Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Seduction—Witch, para 2 ln 2, change "give" to "gives".Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Signature Sigil has the DRAGONLANCE icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Silence 15' Radius—Bard has no icon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Spirit Armor is restricted to necromancers and Shadow Mages; uncommon.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Protection From Fiends 10' Radius: (Add)
 "...This spell fails instantly if the creature it is centered on crosses a dimensional or planar boundary of any sort; for example, plane shift, teleportation, phase shifting, entering or leaving an extra-dimensional space, or using a dimensional gate or portal."
Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Add: Remove Gate Ward Reversed form see gate ward.Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Rip Table: Replace entries in column 1 as follows:
Leather: "10" to "15"
Paper: "19" to "20"
Wood, thick: "8" to "10"
Attributes: 2E, Spell

Wizard’s Spell Compendium Volume Four p. 1152 Errata for Wizard Spell Compendium Volumes 1 to 3 — Volume 3 (September 1998) 🔗
Emirikol's Question
(Enchantment)

 Level: 1
 Range: 10 ft.
 Components: V, S
 Casting Time: 12
 Duration: Instantaneous
 Area of Effect: 1 creature
 Saving Throw: Neg.

 To cast Emirikol's question, the caster points a finger at a target creature (usually a human, demihuman, or humanoid), and asks a single question. If the creature knows the answer and fails the saving throw, it instantly gives the answer as briefly and quickly as possible. The spell fails if the creature does not understand the question. Note that a brief answer might be meaningless to the caster. This spell will not overcome a sealing spell of higher level.
Notes: Common or uncommon in the MYSTARA setting; otherwise, very rare.
Attributes: 2E, Spell

Priest’s Spell Compendium Volume One (Published 1999, )

Introduction: How to Use This Book — Spheres

Priest’s Spell Compendium Volume One p. 4 How to Use This Book — Spheres ( 1999) 🔗
Spheres: Priest spells are grouped into a number of spheres of influence, or spheres. These spheres are the building blocks of a divine power's portfolio, and determine which spells are made available to priests of that faith. For the most part, the revised sphere assignments from the PLAYER'S OPTIONS: Spells & Magic assignments are official errata. For the purpose of this series, spheres are grouped into three categories: Clerical Spheres, Druidical Spheres, and Specialty Spheres. In addition, there is an All sphere, to which all priests have access.Attributes: 2E, Class

Speciality Spheres

Priest’s Spell Compendium Volume One p. 5 Spheres — Speciality Spheres ( 1999) 🔗
Optional: If the DM wishes, speciality spheres might be made available as follows:
Clerics might receive major access to Wards, and to either Law or Chaos, depending on their alignment (a neutral cleric receives one or the other but not both).
Druids might receive major access to Time and to Wards, and minor access to Travelers.
Paladins might receive access to Law and to War.
Rangers might receive access to Travelers and to Weather
Attributes: 2E, Class

Priest’s Spell Compendium Volume Two (Published 2000, )

Introduction: How to Use This Book — Spheres

Priest’s Spell Compendium Volume Two p. 291 How to Use This Book — Spheres ( 2000) 🔗
Spheres: Priest spells are grouped into a number of spheres of influence, or spheres. These spheres are the building blocks of a divine power's portfolio, and determine which spells are made available to priests of that faith. For the most part, the sphere assignment from the Players Handbook are given (the PLAYER'S OPTIONS: Spells & Magic assignments are optional.) For the purpose of this series, spheres are grouped into three categories: Clerical Spheres, Druidical Spheres, and Specialty Spheres. In addition, there is an All sphere, to which all priests have access.Attributes: 2E, Class

Priest’s Spell Compendium Volume Three (Published 1999, )

Introduction: How to Use This Book — Spheres

Priest’s Spell Compendium Volume Three p. 579 How to Use This Book — Spheres ( 1999) 🔗
Spheres: Priest spells are grouped into a number of spheres of influence, or spheres. These spheres are the building blocks of a divine power's portfolio, and determine which spells are made available to priests of that faith. For the most part, the sphere assignment from the Players Handbook are given, however, the revised assignments from the PLAYER'S OPTIONS: Spells & Magic assignments are assumed to be official updates. For the purpose of this series, spheres are grouped into three categories: Clerical Spheres, Druidical Spheres, and Specialty Spheres. In addition, there is an All sphere, to which all priests have access.Attributes: 2E, Class

Speciality Spheres

Priest’s Spell Compendium Volume Three p. 580 Spheres — Speciality Spheres ( 1999) 🔗
Optional: If the DM wishes, speciality spheres might be made available as follows:
Clerics might receive major access to Wards, and to either Law or Chaos, depending on their alignment (a neutral cleric receives one or the other but not both).
Druids might receive major access to Time and to Wards, and minor access to Travelers.
Paladins might receive access to Law and to War.
Rangers might receive access to Travelers and to Weather
Attributes: 2E, Class

Shared Spell
Detect EvilAttributes: 2E, Spell

Shared Spell
Detect MagicAttributes: 2E, Spell

Shared Spell
LightAttributes: 2E, Spell

Shared Spell
Protection From EvilAttributes: 2E, Spell

Shared Spell
Fire TrapAttributes: 2E, Spell

Shared Spell
Hold PersonAttributes: 2E, Spell

Shared Spell
Know AlignmentAttributes: 2E, Spell

Shared Spell
CamouflageAttributes: 2E, Spell

Shared Spell
SeekingAttributes: 2E, Spell

Shared Spell
Animate DeadAttributes: 2E, Spell

Shared Spell
Continual LightAttributes: 2E, Spell

Shared Spell
Dispel MagicAttributes: 2E, Spell, Dispel Magic

Shared Spell
Feign DeathAttributes: 2E, Spell

Shared Spell
Locate ObjectAttributes: 2E, Spell

Shared Spell
Plant GrowthAttributes: 2E, Spell

Shared Spell
PyrotechnicsAttributes: 2E, Spell

Shared Spell
Remove CurseAttributes: 2E, Spell

Shared Spell
Stone ShapeAttributes: 2E, Spell

Shared Spell
Water BreathingAttributes: 2E, Spell

Shared Spell
EtherealnessAttributes: 2E, Spell

Shared Spell
Lower WaterAttributes: 2E, Spell

Shared Spell
TonguesAttributes: 2E, Spell

Shared Spell
Animal GrowthAttributes: 2E, Spell

Shared Spell
Transmute Rock to MudAttributes: 2E, Spell

Shared Spell
True SeeingAttributes: 2E, Spell

Shared Spell
Wall of FireAttributes: 2E, Spell

Shared Spell
Conjure AnimalsAttributes: 2E, Spell

Shared Spell
Part WaterAttributes: 2E, Spell

Shared Spell
Transmute Water to DustAttributes: 2E, Spell

Shared Spell
Astral SpellAttributes: 2E, Spell

Shared Spell
ConfusionAttributes: 2E, Spell

Shared Spell
Control WeatherAttributes: 2E, Spell

Shared Spell
GateAttributes: 2E, Spell

Shared Spell
SuccorAttributes: 2E, Spell

Shared Spell
SymbolAttributes: 2E, Spell